Manor Lords
How to increase families fast?
In three month only 1 family moves in. I have three house vacant while the morale is 56.
What I am asking is the factors affecting the rate people moving in and the method of calculating.
Отредактировано susj; 27 апр. 2024 г. в 19:16
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Автор сообщения: ※Dakress※
If I saw that correctly leather does count as cloth too for tier 1 houses
Tier one of clothing requires the minimally processed stuff. Build a tanner in the early game to capitalize on the hides from your hunting camp, then invest in a pasture for some sheep. If you grab the development perk that allows sheep to reproduce you'll end up with more wool then you can imagine, then just build the industry building to turn wool into cloth.

TLDR Peasants aren't picky and they'll just drape leather across their chests like cavemen
Автор сообщения: lodewijk NL}
between 50%-75% approval you get 1 family per month if there is a empty house.
between 75%-100% you get 2 families a month if there are empty houses.
I was wondering about this - how much faster new families could be aquired as you evolved. Apparently, not a whole lot. I mean, I'm familiar with slow population increase cycles in city builders, especially in early phases, but it's incredibly slow even at top game speed - in particular vs. resources to build gathering speed.

It'd be nice if that bonus/skills tree (at some point within it, in future) had a node to increase it, like "immigration +%" or whatever, like some other city builders have. Or that kind of thing ... somewhere. To be able to get it up to 3 per month at least.
Отредактировано CatPerson; 27 апр. 2024 г. в 20:19
Автор сообщения: CatPerson
Автор сообщения: lodewijk NL}
between 50%-75% approval you get 1 family per month if there is a empty house.
between 75%-100% you get 2 families a month if there are empty houses.
I was wondering about this - how much faster new families could be aquired as you evolved. Apparently, not a whole lot. I mean, I'm familiar with slow population increase cycles in city builders, especially in early phases, but it's incredibly slow even at top game speed - in particular vs. resources to build gathering speed.

It'd be nice if that bonus/skills tree (at some point within it, in future) had a node to increase it, like "immigration +%" or whatever, like some other city builders have. Or that kind of thing ... somewhere. To be able to get it up to 3 per month at least.

2 families per month is still 24 a year. that is 3 fully staffed farmhouses.
with 3 fully staffed farm houses and a whole bunch of small/medium sized fields. im able to supply 2 regions with bread, and have some left over for export.

So its more people then you think.

this also does not take into account when you build a second accommodation on a burgage plot. those guys seem to move in at the end of the month you build the extension in.

but yea i agree with the diplomacy and most of the perk tree still WIP my guess is there is almost certainly going to be some way to increase immigration.
Отредактировано lodewijk [NL}; 27 апр. 2024 г. в 20:25
At the very beginning get your log camp down + extra ox then build the homes quick every month of homelessness your approval drops,
Then focus on different types of food your approval goes up quick
How you actually manage rapid growth changes pretty dramaticly between challenging and normal.

On normal an ok start will grow month 2, on challenging you need a good spawn and a very time optimized/near exploity build order to start growing month two (Involve knowing how to cheat the ox logic, and how to get two food happiness without a granary or two food jobs... And a rough spawn can still delay growth to month 3.)

On normal you can have considerable taxes and not stop immigration, on challenging you can't, taxes of 5% can prevent the 80+ 2 immigrant happiness from being possible.

Many things that arguably should give happiness (Like tavern uptime) do not yet.

The vague targets of 55ish% and 80%ish percent that you need for rapid growth still exist (As happiness at the start of the month matters, so a little wiggle room is important for making sure growth works.)

So on normal, 1 at a time is natural, 2 is for a good player.
On challenging, hitting 2 growth consistently shows you really have some degree of mastery.
Автор сообщения: susj
In three month only 1 family moves in. I have three house vacant while the morale is 56.
What I am asking is the factors affecting the rate people moving in and the method of calculating.
you have to increase morale and have more homes if u want people to move in. check what you missing . prob people need food and warm . its very easy to hold 80+ approval
People dont like to move their S*hit in the winter.
Автор сообщения: Mika
Автор сообщения: susj
In three month only 1 family moves in. I have three house vacant while the morale is 56.
What I am asking is the factors affecting the rate people moving in and the method of calculating.
you have to increase morale and have more homes if u want people to move in. check what you missing . prob people need food and warm . its very easy to hold 80+ approval

So at the start of each month, 25% of your morale ticks over to being year round morale.

Its possible that your start of month morale was less then 50 if your peasants had remembered grievances, but if all their needs (Church, food, clothes) are met they will gradually rise to 100 happiness without taxes.

Hopefully in the future having goods in excess of needs (Like entertainment) impacts happiness more as other sources of unhappiness arise.

On challenging, your people will go like, -10 a month if gods home is not yet glorious enough. Half as much the cost of being homeless.
Автор сообщения: WalrusJones
Автор сообщения: Mika
you have to increase morale and have more homes if u want people to move in. check what you missing . prob people need food and warm . its very easy to hold 80+ approval

So at the start of each month, 25% of your morale ticks over to being year round morale.

Its possible that your start of month morale was less then 50 if your peasants had remembered grievances, but if all their needs (Church, food, clothes) are met they will gradually rise to 100 happiness without taxes.

Hopefully in the future having goods in excess of needs (Like entertainment) impacts happiness more as other sources of unhappiness arise.

On challenging, your people will go like, -10 a month if gods home is not yet glorious enough. Half as much the cost of being homeless.
usually for me i lost morale if i didnt had food or wood for fire and taxes , besides that . also if u dont have clothes and other stuff in market it might hurt too. at start of game if u build basic stuff you shouldnt lose morale. Tavern by itself boost morale and ale . also build a church will boost you by a lot
Отредактировано soul like that be capable of; 27 апр. 2024 г. в 20:46
Its difficulty dependent, so, your people are fine with having enough goods, but not their upgrade goods on normal.

On challenging they need all the goods they need to level up always or they are extremely angry. -10 each.
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Дата создания: 27 апр. 2024 г. в 19:07
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