Manor Lords

Manor Lords

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EMB94 Apr 27, 2024 @ 7:53am
how in the hell do you get food
Been playing on a friends account and i cannot for the life of me last more than one season before everyone starves to death. I have hunting posts, gathering huts, i setup chicken coops and vegetable gardens and everything else i can think of and im playing on the easiest possible settings and everyone dies before i can do anything.
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Showing 1-15 of 23 comments
WhattyWhatWhat81 Apr 27, 2024 @ 7:55am 
can you show us?
Oddible Apr 27, 2024 @ 8:01am 
Food for the first 3 years is the easiest thing in the game. Watch any beginner video for the basics of how to set up your economy. Forager hut and a hunting camp will cover you until about year 3 even with 1 family in each. Unless you've figured out how to massively expand which is a more advanced concept so unlikely you've got that worked out yet.
Last edited by Oddible; Apr 27, 2024 @ 8:01am
LowFPSman Apr 27, 2024 @ 8:03am 
1 log cabin, 1 hunter cabin, 1 berry. 1st home woth a lot of space veggies, 2nd home chickens. Also for nom craftsman homes its always best to make 1+1 possibility, press - to squeese less home, if spave is good(no big bumps) and bi anough, u get more families in less space. You will have meat+berry+veggie+eggs and bread if you build granary fast anough
Maiskolben Apr 27, 2024 @ 8:03am 
Two possible factors. You need to build hunting posts and gathering huts (at the beginning the main food productions) next to a berry or wild life source. Then you need to asign one family/worker to this building, else nothing will happen.
Disturbed Apr 27, 2024 @ 8:13am 
Don't expand your city to fast (population wise) you do not need a lot of people standing around doing nothing.

make sure that in the growing period (when the berries are growing) you collect as much as possible, you can put a total of 4 families in the gathering hut which should be more then enough.

Always get a Hunter Hut and a Forager right after setting up your log/firewood production.

also do not forget to build a granary and put a family in there so they can go and collect the food from the gatherer so they don't have to deal with a full stockpile.

Make also sure that you set up a large enough market. (to get food stalls)
Last edited by Disturbed; Apr 27, 2024 @ 8:15am
WeelieTired Apr 27, 2024 @ 8:31am 
Have a Granary near the houses? Thats a food storage...
z0ntir Apr 27, 2024 @ 12:26pm 
All of the above are basic concepts. And EMB94 already told you that it has all the basics! The question is, how to get food when the city is bigger!!! Create wheat cenbraries? Produce flour? WTF? everyone is talking about only vegetables and berry.
Nik-Naks Apr 27, 2024 @ 12:28pm 
Yeah build a granary and a market.
NedLynch Apr 27, 2024 @ 12:30pm 
Maybe you forgot to set up a space for the market so people can make market stalls which will enable your people to buy food.
No market, no food distribution.
And make sure you have the granary staffed.
1. Are the hunting grounds and gathering post near their resources?
2. Are there families assigned to work at those places?
3. Do you have a granary, with assigned family?
4. Do you have a market near the homes?
Zuqual Apr 27, 2024 @ 12:39pm 
This has worked well so far up to 300 population with no farms:

6 burgers in a row, minimum size to support an add-on, assigned to chickens.

Behind those, 2 large burgers (combined they take up twice as much space as the 6 chicken burgers). These get assigned to vegetables. You can also assign an extra house to each to increase population density. Note that after placing the four corners to designate the size of the plot, but before you hit the hammer to construct them, you use the minus button to decrease the number of houses, so that each house can have a larger vegetable/apple plot.

Behind those, 2 more large burgers, assigned to apples. As before, you can assign an extra house to each to increase population density.


I've repeated the above 6 times (36 chicken burgers, 12 veg burgers, 12 apple burgers). These, along with 1 gathering hut and 3 hunting cabins (rich game supply) support a further 12 burgers assigned to non-food crafting. I do have to constantly be relocating the hunting cabins due to a logistics bug.
Last edited by Zuqual; Apr 27, 2024 @ 12:41pm
Maykko Apr 27, 2024 @ 12:42pm 
Originally posted by Zuqual:
This has worked well so far up to 300 population with no farms:

6 burgers in a row, minimum size to support an add-on, assigned to chickens.

Behind those, 2 large burgers (combined they take up twice as much space as the 6 chicken burgers). These get assigned to vegetables. You can also assign an extra house to each to increase population density. Note that after placing the four corners to designate the size of the plot, but before you hit the hammer to construct them, you use the minus button to decrease the number of houses, so that each house can have a larger vegetable/apple plot.

Behind those, 2 more large burgers, assigned to apples. As before, you can assign an extra house to each to increase population density.


I've repeated the above 6 times (36 chicken burgers, 12 veg burgers, 12 apple burgers). These, along with 1 gathering hut and 3 hunting cabins support a further 12 burgers assigned to non-food crafting.
I'm so glad I'm not the only one who calls them burgers.
CapitalTeeth Apr 27, 2024 @ 12:43pm 
Make big burgage plots with vegetable gardens. You just get so many carrots a single granary can't transport all of them.
Tam Apr 27, 2024 @ 12:45pm 
Originally posted by LowFPSman:
1 log cabin, 1 hunter cabin, 1 berry. 1st home woth a lot of space veggies, 2nd home chickens. Also for nom craftsman homes its always best to make 1+1 possibility, press - to squeese less home, if spave is good(no big bumps) and bi anough, u get more families in less space. You will have meat+berry+veggie+eggs and bread if you build granary fast anough

what the point of chikens ? they generate eggs too slow if not amassed
WalrusJones Apr 27, 2024 @ 12:53pm 
So one thing is, consumption a bit messed up now, its per plot not per family. So a workers camp is 5x efficient, a double plot is 2x efficient, a level 2 plot consumes 50% more food, but level 3 plots has twice as many people in addition to its dietary demands, cutting its food consumption back to that of a level 1 plot.

So a hunter can support like 8 plots on his own (20-ish on rich with the hunting grounds policy,) berries are in turn, absurd, able to power you to double digit numbers of plots over the summer, but its useless over winter.

A chicken coop supports like 2 plots each, but takes no work. So if you have a trade build (The first two trade perks,) you can have enough income for chickens that eliminate 5 or so food jobs.

A sizable vegetable garden can easily feed 20 plots, but takes a large portion of the families work, and gives near nothing the first year.

A poor region can support two large gardens, greatly reducing their needed overall food income for a population, and their labor drawbacks can be mitigated by having more families in a plot (A level 3 double plot barely sees any labor slowdown.

A large orchard supports a goofy amount, but you need 3 years to get started... so you need to have a strong opening build to have them running from an early enough point in time. So rich, early, and space intensive. But so strong if you do it.

Goats are effectively, useless, large numbers do not keep up with a single tannery.

So you can be self sustaining without a farmhouse (Or food jobs) in pretty much all provinces, but, you need to get rich quick.
Last edited by WalrusJones; Apr 27, 2024 @ 12:56pm
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Date Posted: Apr 27, 2024 @ 7:53am
Posts: 23