Manor Lords

Manor Lords

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Costrand May 21, 2024 @ 7:48am
LIMIT DEVELOPMENT POINTS
They should increase or remove the development point cap, or allow you to reach all development points by completing more settlement objectives. Having a big city and not being able to now put irrigation on the crops or the Fertilization development point is a little frustrating. Or that the development points are shared with each new settlement and by having a second large city you unlock another 6 points.
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Showing 1-15 of 32 comments
Horemvore May 21, 2024 @ 7:57am 
You have 25% of the game to mess with, so you get 25% of the Development Points :D

If your unhappy with that, just use Wemod to add more. (Its what I do since so much is currently broken or bugged)
TheRealMuehle May 21, 2024 @ 7:59am 
There should be a reason to settle new regions and specialise them, imo.
So I wouldn't like the ability to skill everything at one region.
However, there seems to be some kind of colony system planned (the upgraded starting-tent was meant for this).
Maybe a colony could have the ability to give a few additional dev-points to it's hometown,
while in return sharing the hometowns skills.
karel2501 May 21, 2024 @ 8:36am 
The whole point of having development points separate for each region is to force regional specialization. Ignoring that the game accidentally punished doing so by borking regional trade, the core idea behind the system is pretty cool, it's just that having very little tutorials, people are caught off guard with it.
But the idea still is that you need to chose development points based on specific function of that region. Having all of them unlocked would remove significant amount of depth of the game, in fact, it's greatest long-term unique merrit: the idea of managing a domain, rather than a settlement.

I'm sure we'll get more total points eventually, as currently, most of the tech is locked out and logically, the number of points is limited accordingly, but the idea that you ALWAYS need to specialize into one or two branches is by design and compliments the idea of regional specialization.

Your town either gets the massive trade benefits, or gets great farming, but you should not be able to do both at the same time, that would literally render the entire multiple-settlement dimension of the game pointless, and establishing new towns a chore, rather than each becoming a unique set of challenges.

It's just that on your first run, you don't realize this, which can be very frustrating. It takes playing the game for very long time for you to realize you are supposed to think of regional specialization from the START, already know what your first settlement will be focused on from the moment you survey the map.
gusgblaw May 21, 2024 @ 8:48am 
there is gonna be a mod to do that for sure, but I think its part of the intended design that you cant get all the perks in one town.
Costrand May 21, 2024 @ 9:02am 
I don't see any harm in doing this so that each city specializes in a branch of points. I have already started to make another city to specialize in a branch of points. But the point is if I can trade between cities, because merchants leave the map limit for trade and I don't know if I can also move resources between cities, for example if my second city specializes in agriculture.
karel2501 May 21, 2024 @ 9:20am 
Originally posted by Costrand:
I don't see any harm in doing this so that each city specializes in a branch of points. I have already started to make another city to specialize in a branch of points. But the point is if I can trade between cities, because merchants leave the map limit for trade and I don't know if I can also move resources between cities, for example if my second city specializes in agriculture.
You absolutely can, and should. There is a mechanic called regional trade, which exists independently of global trade, and is facilitated via buildings called pack stations.
You simply build one and asign it a worker. Then chose target destination, and one good to be send, and one to be recieved. It always has to be something-for-something. Buying a mule and assigning it to a pack post is very much recommended. The pack post will then make regular trips between the two regions. Either a trade post or another pack station is needed in the target destination. If you want to move more types of goods, build additional pack stations. Keep in mind, only ONE pack station is needed to complete the round trip. You don't have to mirror it in the target destination. In fact if the target destination does not have a pack station, then all the goods will be loaded and unloaded at a trade post instead.

However, in the previous build (a new version came out literally hours ago), the system was extremely broken, because there is a ballancing system for when you are trading goods of unequal value involved exchange in regional wealth. There is a bit of a dispute of how it works exactly, nobody seems to be sure of the details, but one thing was clear: the system ended up causing regional wealth to bleed out. This was un-intended, but the more regional trade routes you had, the more money your cities kept losing.
It should be somewhat fixed with the latest patch, but we haven't had much time to test it yet. A lot of systems in this game are pretty obfuscated, so... it's not always easy to figure out how exactly they work.
PocketAces May 21, 2024 @ 9:49am 
The problem with regional trade is it is not working properly, I have an abundance of bread which doesn't go to my regions, well it does, one. at. a time.
karel2501 May 22, 2024 @ 1:17pm 
Originally posted by PocketAces:
The problem with regional trade is it is not working properly, I have an abundance of bread which doesn't go to my regions, well it does, one. at. a time.
Three things to check there:
1) are you using the latest patch? You really need to use the experimental/beta build, the strides SlavMag has been making with each patch are massive. The last one improves the regional trading a lot. Among other things, it changes the regional traders to carry 5 items at once, instead of 1. It also fixed the regional trade bleeding out regional wealth. It's really a major improvement.
2) As per the latest patch, regional traders will carry 5, not 1 item per trip. However: If you can at all aford them, make sure you have mules assigned to the pack station. They will further increase the maximum goods moved at any given time by 20 each, eventually allowing you to move upwards of 80 items (40 there and 40 back) per round trip.
3) Make sure BOTH sides of the trade actually do have the goods you are exchaging. If you are trading bread for say - berries, or meat which can widely fluctuate in availability during the year, check that the target location hasn't run out of them, and if so, make sure there is something in ample supply to trade in for.
If the target location does not have enough of the resource specified in the exchange, the trade will slow down, because it is 1:1 process. Meaning if the target location only has 1 meat availabe, the regional trader will only export 1 bread per trip.

Also, while only one pack station is needed to complete a full trade, you still need a spot for them to unload their goods on the other side. Either a second pack station, or a trade post can both load and unload goods for regional trade.
Daemon Blackfyre May 28, 2024 @ 7:13pm 
Originally posted by TheRealMuehle:
There should be a reason to settle new regions and specialise them, imo.
So I wouldn't like the ability to skill everything at one region.

Originally posted by karel2501:
The whole point of having development points separate for each region is to force regional specialization. Ignoring that the game accidentally punished doing so by borking regional trade, the core idea behind the system is pretty cool, it's just that having very little tutorials, people are caught off guard with it.
But the idea still is that you need to chose development points based on specific function of that region. Having all of them unlocked would remove significant amount of depth of the game, in fact, it's greatest long-term unique merrit: the idea of managing a domain, rather than a settlement.

1) The distribution of resources ALREADY determines your region's specialisation. You can have all the development points in the world but if your region doesn't have a supply of say iron, you're not going to make an armour exporting town (same for in your region has bad fertility).

2) Even if you could keep earning development points till you unlocked everything, because you only earn them gradually, that creates variety as you have to chose which development trees to go down first without requiring a hard limit.

3) If you want to have multiple specialised towns, there's nothing stopping you from doing that even if you had access to every single technology but just role playing having a town focus... But as soon as you impose hard restrictions EVERYONE has to play that way, regardless of if they think that's fun or not. This is what I don't understand about people advocating for more gameplay restrictions in a single-player game, at least advocate for the option to set your level of restrictions so that not everyone has to be subject to them if they don't want to (without resorting to mods).

Tbh I think it's silly that the development points aren't shared between your settlements.
Or quite how restrictive they are (like unless your put 1/3 of your points into trade, imports are prohibitively expensive).
Or that there are some points that are so much more valuable than others that the lesser points never get used because if each town has only 6 they're going to use the better ones (so in a roundabout way, the restrictions discourage you from researching the niche tech).
No it's not just people being court off-guard, just some people just don't like such gameified elements as development trees as soon as they start being really intrusive (like hitting a hard cap on the amount of basic things your villagers can know like how to plough or that you sheep won't naturally reproduce, because reasons...) and immersion breaking (that the village next door figured out how to plant apples, but apparently that's still a mystery to your village).
Last edited by Daemon Blackfyre; May 28, 2024 @ 7:29pm
Oddible May 28, 2024 @ 9:57pm 
This is a failure to understand the mechanic. This mechanic is beautiful! This FORCES the player to specialize different regions. One region can be a trade region. One can be a metal working region. One can be a farming region. Etc. If you want everything to be everything that's boring.
Tekel1959 May 28, 2024 @ 10:10pm 
Originally posted by Oddible:
This is a failure to understand the mechanic. This mechanic is beautiful! This FORCES the player to specialize different regions. One region can be a trade region. One can be a metal working region. One can be a farming region. Etc. If you want everything to be everything that's boring.
For you and some others, but certainly not everyone. I am always in favor of CHOICE over FORCED. Frankly I would like optional dev points to spend at start. It would not prevent a region famous for its blacksmiths, this can be accomplished without being FORCED.
Oddible May 28, 2024 @ 10:17pm 
Originally posted by Tekel1959:
For you and some others, but certainly not everyone. I am always in favor of CHOICE over FORCED. Frankly I would like optional dev points to spend at start. It would not prevent a region famous for its blacksmiths, this can be accomplished without being FORCED.

You have choice, you can specialize a region or not, but you gain significant advantages if you do. Saying everything should just be available at all times is a gross misunderstanding of game design at all, and the complex notion of play. There needs to be challenge and difficulty in order for enjoyment of games (this is well explored territory with tons of scholarship). If you just give players everything all the time the game stops being a game. So no, you don't want "choice" you want "meaningful choices" - which is the core of game design. Limit the player in ways that allows them to make meaningful choices, to have agency, and to overcome the challenges with that agency.
votadc May 28, 2024 @ 11:00pm 
But you should specialize anyway. The Deep mine developement point doesn't do anything without rich deposit for example. If fertility Is already high you don't take rye.
Other are weak. Who would specialize in wax in the current state of game.
Right now the trading and the blacksmith are the only specializations that aren't forced by the region resources.
9erRed May 29, 2024 @ 2:54am 
Greetings,

There are 22 Development elements not yet available.
- Some of these will depend on game elements we do not have yet.
- Some may be tied to the Manor Lords Rank, as that is a coming feature.

We currently only have 6 points usable and that doesn't get you very far into any branch.
- Except the master Armourer

The Dev. did post a job offering for a coder to apecifically work on the Development tree and it's requirements in game.

So, lots not known and lots to come.

Addition:
There is a new level 4 building, not yet introduced. So, that could be another point earned. May be tied to Guild structures? Or town administration?
Last edited by 9erRed; May 29, 2024 @ 3:45am
Didz May 29, 2024 @ 3:35am 
I agree! Currently the Large Town Cap on development points is really annoying and ruining the game. We either need more levels of City Development to unlock more Development Points or we need another way of unlocking them through research or whatever.
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Date Posted: May 21, 2024 @ 7:48am
Posts: 32