Manor Lords

Manor Lords

View Stats:
Will Apr 28, 2024 @ 11:29am
Game looks great but I just feel it's the same as many others
There are now so many of these "Rim World lite" games just with different skins, where you get a bunch of workers and you have to assign them to different building to produce different resources and they all feel kind of the same to me.

I really prefer how it is in Rim World the original where everybody can do all the work all at the same time, but in these games if you assign someone to a building they get stuck there even if there's no job to be done. Same thing with unemployed workers, they can only do construction but if there's no construction than they simply do nothing.

In this game it looks like the farms don't need any work to be done when the crops are simply growing, so you need to manually assign a bunch of people to plow the fields, assign them away when there's no work, and then again assign them back to the field to harvest, this is so tedious and I don't understand what's fun with doing that. I really prefer games when you can kind of build out the city and adjust the settings perfectly where it can just run itself for a long time without constant manual adjustment.
< >
Showing 1-12 of 12 comments
Akazie_Christi Apr 28, 2024 @ 11:34am 
In life, it is optional to go outside and take a walk.
Ronin Apr 28, 2024 @ 11:37am 
It's much more similar to city builders/sims from 20 years ago than it is to Rimworld lol.

Rimworld is set 2500 years in the future with nano construction/deconstruction tools and the ability to transmogify ore into solid walls in a matter of seconds. It makes sense that everyone would have the ability to do various things and if you assign priorities using the skills they're good at, they'll rarely do other jobs anyway.

Historical city builders are never going to be like Rimworld.

I agree they need to add some sort of seasonal hiring so that you don't have to micromanage families so much. However I can already see that in late game, once you are producing tons of stuff, it won't be harmful to have at least 1 family left in every single building because they will often create market stalls and sell directly from the production building, meaning they aren't just standing around doing nothing.
Ronin Apr 28, 2024 @ 11:38am 
Originally posted by Flickmann:
I just want to know what this game does that Songs of Syx doesn't.

It's *extremely* easy on the eyes compared to "Songs of Syx"
Xorberax Apr 28, 2024 @ 11:49am 
Originally posted by Flickmann:
I just want to know what this game does that Songs of Syx doesn't.
Songs of Syx does a WHOLE LOT MORE lul. It's an acquired taste though IMO.
Callaghan Apr 28, 2024 @ 11:51am 
Originally posted by Will:
There are now so many of these "Rim World lite" games just with different skins, where you get a bunch of workers and you have to assign them to different building to produce different resources and they all feel kind of the same to me.

I really prefer how it is in Rim World the original where everybody can do all the work all at the same time, but in these games if you assign someone to a building they get stuck there even if there's no job to be done. Same thing with unemployed workers, they can only do construction but if there's no construction than they simply do nothing.

In this game it looks like the farms don't need any work to be done when the crops are simply growing, so you need to manually assign a bunch of people to plow the fields, assign them away when there's no work, and then again assign them back to the field to harvest, this is so tedious and I don't understand what's fun with doing that. I really prefer games when you can kind of build out the city and adjust the settings perfectly where it can just run itself for a long time without constant manual adjustment.
Nah, far more like a high fidelity, deep evolution of the Settlers games (which completely predate rimworld and probably influenced it).
Will Apr 28, 2024 @ 5:13pm 
Originally posted by Ronin:
It's much more similar to city builders/sims from 20 years ago than it is to Rimworld lol.

Rimworld is set 2500 years in the future with nano construction/deconstruction tools and the ability to transmogify ore into solid walls in a matter of seconds. It makes sense that everyone would have the ability to do various things and if you assign priorities using the skills they're good at, they'll rarely do other jobs anyway.

Historical city builders are never going to be like Rimworld.

I agree they need to add some sort of seasonal hiring so that you don't have to micromanage families so much. However I can already see that in late game, once you are producing tons of stuff, it won't be harmful to have at least 1 family left in every single building because they will often create market stalls and sell directly from the production building, meaning they aren't just standing around doing nothing.

well yea of course the settings are different, but that's just surface level,

they play the same as in you have some workers, and they move resources around to build buildings.
DrMadnar1977 Apr 28, 2024 @ 5:27pm 
everything is just a populous clone lol. Honestly this game looks good thinking if ill grab it right away or wait.
HMS_Indefatigable Apr 28, 2024 @ 5:33pm 
Originally posted by Will:

well yea of course the settings are different, but that's just surface level,

they play the same as in you have some workers, and they move resources around to build buildings.

I mean, that description basically applies to over half the city building genre, and first really grew out of the old Sierra historical city builders from the 90's, which already had all those things. This game strikes me as most similar to Ostriv and Foundation (city scale, historical European setting, detailed tracking of individual workers), but neither of those had a Total War-lite military aspect, which is I think the most unique thing Manor Lords is bringing to the table right now. Rimworld, after all, only features much smaller and more freeform firefights, you generally won't be controlling more than 50 troops at a maximum.

I do hope the devs borrow one more idea from Ostriv - it has seasonal schedules, so you could assign everyone in the village to go help with harvest automatically in the fall, then return to their other jobs in the off season.
Xarq Apr 28, 2024 @ 5:45pm 
Originally posted by Flickmann:
I just want to know what this game does that Songs of Syx doesn't.

Good graphics? LOL Songs of Syx looks like something that was made in 1998.
Stardog Apr 28, 2024 @ 5:54pm 
"Rim World lite" when Rim World is "Dwarf Fortress lite" and stole Prison Architect's art style?

So many children on Steam that think Rim World was original in any way.
Grizz_FMJ Apr 28, 2024 @ 5:57pm 
So ..don't play it? I hit legs today if anyone cares.
Ronin Apr 28, 2024 @ 11:00pm 
Originally posted by Will:
Originally posted by Ronin:
It's much more similar to city builders/sims from 20 years ago than it is to Rimworld lol.

Rimworld is set 2500 years in the future with nano construction/deconstruction tools and the ability to transmogify ore into solid walls in a matter of seconds. It makes sense that everyone would have the ability to do various things and if you assign priorities using the skills they're good at, they'll rarely do other jobs anyway.

Historical city builders are never going to be like Rimworld.

I agree they need to add some sort of seasonal hiring so that you don't have to micromanage families so much. However I can already see that in late game, once you are producing tons of stuff, it won't be harmful to have at least 1 family left in every single building because they will often create market stalls and sell directly from the production building, meaning they aren't just standing around doing nothing.

well yea of course the settings are different, but that's just surface level,

they play the same as in you have some workers, and they move resources around to build buildings.

So it does exactly what it says on the tin then. What were you expecting? You know there's like 200 Medieval mods for Rimworld if you want to create a medieval colony that "plays like Rimworld"
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Apr 28, 2024 @ 11:29am
Posts: 12