Manor Lords

Manor Lords

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captain.isko May 19, 2024 @ 4:02am
How important is the size of the burgage on the overall productivity?
What I know for now is that bigger plot means better result on vegetable farms. But is it the same with chicken coop, goat sheds and other extensions? will I get better egg production if I make the plot bigger?
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Showing 1-15 of 28 comments
Colfer May 19, 2024 @ 4:12am 
No it's just apples and vegetables that are affected by the size. Everything else it doesn't make any difference.
Horemvore May 19, 2024 @ 4:12am 
Originally posted by captain.isko:
What I know for now is that bigger plot means better result on vegetable farms. But is it the same with chicken coop, goat sheds and other extensions? will I get better egg production if I make the plot bigger?

Plot size only matters for Veggie Plots and Orchards.

Plot size for the rest can be as small as you can make it for a 2 house plot with a back yard, exception been for Artisan houses, these are best left as 1 House plots with a backyard since they all seem to either, over produce, or what they make is not consumed enough.

The width of the church is the size I make my none Veggie plots, it is a bit bigger than the smallest you can go but it also does not give any graphical overlap, so I find it nicer on the eyes :D

Edit:

2 house plots give you 2 eggs a month where 1 plot only gives 1.
Last edited by Horemvore; May 19, 2024 @ 4:19am
Tekel1959 May 19, 2024 @ 4:35am 
Originally posted by Horemvore:
Plot size only matters for Veggie Plots and Orchards.
....
2 house plots give you 2 eggs a month where 1 plot only gives 1.
I assume you mean:
2 burgs ( regardless of house count ) give you 2 eggs a month where 1 burg only gives 1.
Horemvore May 19, 2024 @ 4:50am 
Originally posted by Tekel1959:
Originally posted by Horemvore:
Plot size only matters for Veggie Plots and Orchards.
....
2 house plots give you 2 eggs a month where 1 plot only gives 1.
I assume you mean:
2 burgs ( regardless of house count ) give you 2 eggs a month where 1 burg only gives 1.
I ment what i said, a burg plot with 2 houses on it will give 2 eggs per month, with both family spots filled.
GunRunner89X May 19, 2024 @ 5:18am 
1 single egg per month for a 1-house plot or even 2 a month for a 2-house plot seems very very very very very very low... Don't chicken lay eggs every 24-28 hours or so (in ideal circumstances). Granted, one single egg in game is equivalent to a meal for a whole plot...

Okay you know what, forget I said anything. My brain is not brain-ing today....
Tekel1959 May 19, 2024 @ 9:39am 
Originally posted by Horemvore:
Originally posted by Tekel1959:
I assume you mean:
2 burgs ( regardless of house count ) give you 2 eggs a month where 1 burg only gives 1.
I ment what i said, a burg plot with 2 houses on it will give 2 eggs per month, with both family spots filled.
That's how I took it, but "2 house plots" was a bit ambiguous and I wanted to make sure.
Last edited by Tekel1959; May 19, 2024 @ 9:40am
Tekel1959 May 19, 2024 @ 12:38pm 
Originally posted by Tekel1959:
Originally posted by Horemvore:
I ment what i said, a burg plot with 2 houses on it will give 2 eggs per month, with both family spots filled.
That's how I took it, but "2 house plots" was a bit ambiguous and I wanted to make sure.
Now I am wondering about goats...
John Warhammer May 19, 2024 @ 1:36pm 
Goats and chickens there is no reason to go big. Small works well enough. For veggies and Orchards, the most efficient way is to do the following:

line up two rows of corpse pits, then surround that with roads. Delete three corpse pitsso it looks like this

x x D
x D D

D being the ones to delete. Then play with the Burgage plot until you have two homes squeezed into a corner with the diagonal line as close as you can get it to the house plots. Then once that is done, do the same again - Delete corpse pits, rinse and repeat.

I use four of these, two veggies and two orchards. More than enough for a 300 person settlement.

Seeing those mile long plots that are wholly inefficient and just wastes space entirely.
Agony_Aunt Jun 4, 2024 @ 9:22pm 
Originally posted by Tekel1959:
Originally posted by Tekel1959:
That's how I took it, but "2 house plots" was a bit ambiguous and I wanted to make sure.
Now I am wondering about goats...

Goats don't lay eggs!
Jabberwocky Jun 5, 2024 @ 12:35am 
Originally posted by Horemvore:
2 house plots give you 2 eggs a month where 1 plot only gives 1.

Wrong. One chicken coop gives you 1 egg per month. Has been proven over and over again. You can go and test it yourself. The results are consistent across the board. 12 eggs per year per chicken coop, no matter the number of families on the plot, no matter the size of the backyard extension.
Jabberwocky Jun 5, 2024 @ 1:18am 
Originally posted by Fortigan:
These sizes are efficient
https://steamcommunity.com/sharedfiles/filedetails/?id=3260885547

Tests have resulted in a 0.75 morgen sized vegetable plot having roughly the same yield as a 1.5morgen orchard plot.

1.5 morgen is the size of 6 corpse pits arranged in a rectangle. You can, if you want, try to replicate these results for your own benefit by following these steps:

Step 1: Arrange 6 corpse pits in a rectangle and draw a road around them:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533394

Step 2: For the veggie plots, delete the corpse pits and cut the rectangle in half with a diagonal road:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533356

Step 3: Put burgage plots into the triangular spaces. Try to maximize the vegetable garden size by putting the first two points of the burgage plot near the outer corner like so:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533299

Step 3.1: If Step 3 does not work as demonstrated, experiment until you find an arrangement that you find still satisfactory, for example:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533226

Step 4: For an orchard plot that should have roughly the same yield as one of those triangular veggie plots, repeat step 1 but do not repeat step 2. Instead, put the burgage plot right into the giant rectangle, again mindful of maximizing the orchard size in relation to the house plot size:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533191

Your final plot sizes should roughly resemble this:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261533137

The triangle has been the most efficient shape so far for increasing harvesting efficiency by minimizing walking distances. The giant rectangle orchard disregards this in favour of maximum yield.

Beware (!): At level 3 housing these burgage plots yield insane amounts of food and might break your economy if you have too many of them! You will be in dire need of storage space!

You do not need to follow these steps exactly to yield the same results. The shapes are not mandatory. The plot sizes are the most defining factor here. 0.75 morgen for a vegetable garden and 1.5 morgen for an orchard are easily managable for a level 3 double housing plot and yield good amounts of produce in regards to the initial coin investment for building them. You do not need many of those.

For a 500 population town you might need 3 of those orchards and 6 of those veggie triangles.

Chicken coops are best made as small as possible and only on single house plots, because they produce only 1 unit of eggs per month, but afaik food is consumed per family as of the latest patch.
Fortigan Jun 5, 2024 @ 1:41am 
Originally posted by Jabberwocky:
The triangle has been the most efficient shape so far for increasing harvesting efficiency by minimizing walking distances. The giant rectangle orchard disregards this in favour of maximum yield.

Beware (!): At level 3 housing these burgage plots yield insane amounts of food and might break your economy if you have too many of them! You will be in dire need of storage space!

You do not need to follow these steps exactly to yield the same results. The shapes are not mandatory. The plot sizes are the most defining factor here. 0.75 morgen for a vegetable garden and 1.5 morgen for an orchard are easily managable for a level 3 double housing plot and yield good amounts of produce in regards to the initial coin investment for building them. You do not need many of those.

For a 500 population town you might need 3 of those orchards and 6 of those veggie triangles.

Chicken coops are best made as small as possible and only on single house plots, because they produce only 1 unit of eggs per month, but afaik food is consumed per family as of the latest patch.
The advantage of my design is that it can achieve maximum harvest efficiency with only 2 families, partially due to reduced walking distance. That is the weakness of the designs you showed. It's not the size that is the issue, it is the walking distance. The house needs to be more centralized in the layout.

This is an example of that same 2x3 corpse pit size you did, except broken up differently to shorten the walk
https://steamcommunity.com/sharedfiles/filedetails/?id=3257850610
With this they don't have to walk corner to corner of the 2x3 area. While 2 families can handle 0.75 morgen, 4 families can't handle 1.5 morgen due to the extra walking distance.

A few other players and I in the official discord server spent several hours one day testing and comparing various sizes for 3 years, each under identical labor conditions, to measure yearly output. We were able to determine ideal size and shape ranges for maximum output per villager.
Jabberwocky Jun 5, 2024 @ 2:12am 
Originally posted by Fortigan:
The advantage of my design is that it can achieve maximum harvest efficiency with only 2 families, partially due to reduced walking distance. That is the weakness of the designs you showed. It's not the size that is the issue, it is the walking distance. The house needs to be more centralized in the layout.

https://steamcommunity.com/sharedfiles/filedetails/?id=3261554004

Can you show me where the walking distances in my design are significantly longer than in yours? I seem to be unable to see it.

I agree where the giant orchard is concerned. One could just as well make the orchards in the same shapes and sizes as the veggie plots, though, and then just make double the amount of them, if one were to be concerned about walking distances during harvest season,,,

But the triangle design that you quoted looks to me to have pretty much the same walking distances as your design. Did you also copy it from youtuber Tacticat? This is where I originally saw your design, he called it "The Bender" and it was quite efficient for a time. He then switched to using these triangles because they have the same yield and walking distances, but the added benefit of having an additional transport road going right through the gardens, making it easier for granary workers to access the pantries of those burgages.

The giant orchard, however, still works, especially at level 3. And I recommended that those burgage plots should all be upgraded to level 3. So I don't really see the giant advantage in your design. It is efficient, no doubt. But not any better than the triangles in regards to walking distances. I would even venture to say that some walking distances in your design are (albeit insignificantly) farther than in the triangle plots, because of all those distant corners.

I tried to measure the walking distances using corpse pit lengths as units in game, but could not find any significant advantage of your design, only the lack of the diagonal road, which I would call a disadvantage.

Not throwing shade, just trying to weigh the pro's and con's.
Fortigan Jun 5, 2024 @ 2:31am 
Originally posted by Jabberwocky:
Originally posted by Fortigan:
The advantage of my design is that it can achieve maximum harvest efficiency with only 2 families, partially due to reduced walking distance. That is the weakness of the designs you showed. It's not the size that is the issue, it is the walking distance. The house needs to be more centralized in the layout.

https://steamcommunity.com/sharedfiles/filedetails/?id=3261554004

Can you show me where the walking distances in my design are significantly longer than in yours? I seem to be unable to see it.
The distance is not significant, but in your earlier image that included the orchard, the two vegetable plots are not identical. The one with a house on the 90 degree angle is fine, the other is not. The one with the house on the wedge has to walk the diagonal of the plot, which is longer. The road also cuts into the planting area without benefiting the plots themselves logistically, as it runs counter to the house locations.

All of us testing are familiar with tacticat and we've tested many of his designs. Ultimately it does not have as much vegetable output. It's only about 10% less than the bender, but has no benefit to warrant the loss. As for my original design I posted here, it has roughly the same output as the triangle, but can achieve maximum output with only 2 families.
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Date Posted: May 19, 2024 @ 4:02am
Posts: 28