Manor Lords

Manor Lords

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Vkhani12345 Apr 29, 2024 @ 9:18am
Do Backyard extensions stop family's from working?
Do they stop family's from doing their normal jobs by focusing on their backyard? or do they do that and their main job (Woodcutting, hunting etc)
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Showing 1-15 of 16 comments
hipsu Apr 29, 2024 @ 9:20am 
And how big can/should you make them and how much do they produce? I wish the game would give you more informations about this stuff.
Vkhani12345 Apr 29, 2024 @ 9:22am 
Originally posted by hipsu:
And how big can/should you make them and how much do they produce? I wish the game would give you more informations about this stuff.
This also is something that I couldnt figure out! Glad i'm not the only person missing quite some info on certain features
Winter Assault Apr 29, 2024 @ 9:23am 
chicken coop & goat shed only need a very tiny backyard. While Vegetables & Orchard preferring to be larger.

But the deal for Vege & apple is......you need 2 family living inside 1 slot for it to be at least efficient.
DeLindsay Apr 29, 2024 @ 9:27am 
Families still do their jobs like normal (for things like Vegetables, Chickens, Apples). I have NO Farmhouse on my 3rd playthrough and everything gets harvested just fine.

As for the size of the Burgage, it actually can't be too large or they actually won't plant all the Vegetables. Too small is also kind of useless. I use the smaller ones for eventually changing to the Workshops like Fletcher. The rule of thumb I use is a 1/3-2/3 split. That is to say, 66% of the "backyard" is used for farming while the 33% is for the Housing.

For Apples only I do make it a little longer, so maybe a 1/4-3/4 ratio.
DeLindsay Apr 29, 2024 @ 9:29am 
Originally posted by Winter Assault:
chicken coop & goat shed only need a very tiny backyard. While Vegetables & Orchard preferring to be larger.

But the deal for Vege & apple is......you need 2 family living inside 1 slot for it to be at least efficient.
100% of your Burgages should be of the 2-Family variety. It's the most efficient. Once at Tier 3, each Burgage will house 3 Families for 6 income/month.
KrayZee Apr 29, 2024 @ 9:30am 
Yes.
But aside from the carrot farm thingy, it's very little.
They refil water from time to time for the chicken/goats etc.

The carrot farm however can take months to initially set up when the fields still have to plowed, and even after that it takes quite some time to pick all the produce if they are too large, to the point that in harvest season they need to dedicate their time for it.

100% of your Burgages should be of the 2-Family variety. It's the most efficient. Once at Tier 3, each Burgage will house 3 Families for 6 income/month.

isn't it 4 families?
Last edited by KrayZee; Apr 29, 2024 @ 9:32am
Winter Assault Apr 29, 2024 @ 9:30am 
Originally posted by DeLindsay:
Originally posted by Winter Assault:
chicken coop & goat shed only need a very tiny backyard. While Vegetables & Orchard preferring to be larger.

But the deal for Vege & apple is......you need 2 family living inside 1 slot for it to be at least efficient.
100% of your Burgages should be of the 2-Family variety. It's the most efficient. Once at Tier 3, each Burgage will house 3 Families for 6 income/month.
you mean 4 family :)
T.K. Apr 29, 2024 @ 9:32am 
The only time someone stops working, for example you put 3 families on logging camp and no one cuts trees.

The issue was that the "soldiers" your created took the people from that Job.

The moment I disbanded my Soldiers/Unit, they turn back into normal family/peasants and went back to logging camp and started to cut trees.
DeLindsay Apr 29, 2024 @ 9:32am 
Originally posted by Winter Assault:
Originally posted by DeLindsay:
100% of your Burgages should be of the 2-Family variety. It's the most efficient. Once at Tier 3, each Burgage will house 3 Families for 6 income/month.
you mean 4 family :)
Oh? Is it +1 Family PER House? Because it only makes the main House 2-story at Tier 3. If so that's great then.
Crio Apr 29, 2024 @ 9:33am 
Originally posted by hipsu:
And how big can/should you make them and how much do they produce? I wish the game would give you more informations about this stuff.
If I understood it correctly, that is kinda intended. In reality you don't know how much your Apple tree is going to yield before you actually see the fruits / harvests.

Even if it is not intended, I think it's a reasonable way to explain why the game doesn't show you that :) I think it adds up to the management/sim part as you have to eyeball how much you plant.
Cy Apr 29, 2024 @ 9:38am 
it least for veggies tooltip says that the families living their will dedicate their workspace to growing them. I asume when the tooltip says they become permanent workers for the extension it is the case if not I assume they will be free to for other jobs.
Winter Assault Apr 29, 2024 @ 9:41am 
Originally posted by Cy:
it least for veggies tooltip says that the families living their will dedicate their workspace to growing them. I asume when the tooltip says they become permanent workers for the extension it is the case if not I assume they will be free to for other jobs.
they are free to do others job while being a farmer in their own backyard, always have 2 families in 1 slot when you build that Burgage. Therefore you will have more manpower to harvest & planting their own backyard.
Last edited by Winter Assault; Apr 29, 2024 @ 9:42am
Dilligaf Apr 29, 2024 @ 10:20am 
There could be a bug that it affects all extension but it does tell you in the tooltip for certain extensions that will become their jobs.
DeLindsay Apr 29, 2024 @ 10:44am 
Originally posted by Dilligaf:
There could be a bug that it affects all extension but it does tell you in the tooltip for certain extensions that will become their jobs.
That ONLY counts Artisans, and it clearly states that. Those are your Fletchers, Blacksmiths, etc and NOT Chickens, Vegetables, Goats, Apiary & Apples.
Bob-sama Apr 29, 2024 @ 2:03pm 
Originally posted by Cy:
it least for veggies tooltip says that the families living their will dedicate their workspace to growing them. I asume when the tooltip says they become permanent workers for the extension it is the case if not I assume they will be free to for other jobs.
Some extensions don't take away from the residents' labor-- namely chickens or goats.
Some extensions take away work time seasonally-- vegetables and apples.
Some extensions take away work time permanently (until you demolish the plot)-- everything else is considered an artisan's workshop-- the bowery, cobbler, tailor, smith, joiner, etc. You can't assign artisans to workplaces-- their burbage plot is their workplace. Any additional families living on the plot also count as artisans (so a lvl2 has 1-2 artisan families, a lvl3 has 2-4 artisan families).

Schedule your seasonal extensions with more flexible jobs. But don't assign them for farm work which have similar plow/sow/harvest schedules (and thus less work getting done on the big farm).
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Date Posted: Apr 29, 2024 @ 9:18am
Posts: 16