Manor Lords

Manor Lords

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Risenzealot Apr 29, 2024 @ 4:34pm
How to get more people?
So I'm a total noob at these types of games and in general, have no idea what I'm doing. With that said I've played this for an hour or so and it's very quaint and kind of relaxing. I'm enjoying it!

My main issue is it always seems I simply don't have enough people. Lately when I go to build something it says I don't have anyone available to build so and I have to remove people from other roles. The issue is that most of those roles are fairly critical.

Is this just something I'm going to have to swallow and "git gud" at? In other words, are you expected to move people around various jobs often or do you get to a point where you can set someone at a job and "forget it" so to speak.

Any tips on how to get more people would be greatly appreciated.

So far I Just start out by making a woodcutters hut, a granary and storage area. Then I add houses so people aren't homeless. After that things start to require more people then I have :(
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Showing 1-15 of 16 comments
coleislazy Apr 29, 2024 @ 4:37pm 
in order to gain more families you need empty homes and approval rating above 50%
haidunia Apr 29, 2024 @ 4:38pm 
In the beginning you have to swallow this and move ppl around as needed (always leave 1 unassigned family to do construction)
Once your approval rating is over 50% you'll have like 1 family/month move in, IF you have empty housing for them to move in to
After 75% I believe, it goes up to 2 families/month
Either way, don't expect big "immigration booms" just because you have plenty of free houses.
Slow and steady growth basically.
Cayden Black Apr 29, 2024 @ 4:38pm 
Start of the game is pretty much a rush for more logging. Then food and fuel production whilst simultaneously building your first housing. You don't want to spam housing, but just get your people sheltered and then storage built.

People will appear when approval is above 50%. 1 family every month until you get to over 75% approval, then it is 2 or more a month.

They will arrive so long as you have room and approval. So it's very much a "If you build it, they will come" moment.
haidunia Apr 29, 2024 @ 4:39pm 
Also remember places like the forager's hut is seasonal work, so during winter you can ignore that place and put the people to work in more suitable areas.
Risenzealot Apr 29, 2024 @ 4:40pm 
Thank you everyone for your replies!

So, there aren't any "tricks" to get more people, it's basically just manage your approval rating and wait for each month to pass?
Sinsling Apr 29, 2024 @ 4:41pm 
always leave one family free to handle building/ox carting. juggle people around from other jobs to get resources as you need them.

to start getting people you need spare housing and 50%+ approval. solving homelessness faster removes its penalty, and you want a church. dont worry about storage/granary for your starting supplies being a priority. the things you need ASAP are more logs and fuel. making a church also massively drives up your approval and it should be like the 7th or 8th building you start.

basically, making a lumber building and 6 houses will start getting you pop right away and you can drive that up real quick. once you pass 80% approval you'll even start getting multiple families per month, housing permiting
Cayden Black Apr 29, 2024 @ 4:42pm 
Originally posted by Risenzealot:
Thank you everyone for your replies!

So, there aren't any "tricks" to get more people, it's basically just manage your approval rating and wait for each month to pass?
Essentially yes.

Once you have surplus for food/fuel and housing, people begin to arrive.
haidunia Apr 29, 2024 @ 4:42pm 
yea basically
Risenzealot Apr 29, 2024 @ 4:43pm 
Originally posted by Sinsling:
always leave one family free to handle building/ox carting. juggle people around from other jobs to get resources as you need them.

to start getting people you need spare housing and 50%+ approval. solving homelessness faster removes its penalty, and you want a church. dont worry about storage/granary for your starting supplies being a priority. the things you need ASAP are more logs and fuel. making a church also massively drives up your approval and it should be like the 7th or 8th building you start.

basically, making a lumber building and 6 houses will start getting you pop right away and you can drive that up real quick. once you pass 80% approval you'll even start getting multiple families per month, housing permiting

Thank you!
Would you recommend starting on the passive mode for newer players? The mode with no combat?
Cayden Black Apr 29, 2024 @ 4:44pm 
Oh, and bear in mind that making a level 2 home into a production building REMOVES that family from your workforce, as they are no a "dedicated" production building and family.
Eltoron Apr 29, 2024 @ 4:46pm 
Actually you should shuffle your peasants a bit at start because, you need everyone works and, for example, there is no berries at winter. But at some point you will accumilate excessive efficiency so you will be able to keep most people at their jobs making only some sporadic adjustments from time to time and seasonal rotations. Sadly, farms actually needs some micromanaging because of huge number of workers involved and it's hard to spare such large workforce doing nothing most of the year.
Sinsling Apr 29, 2024 @ 4:52pm 
Originally posted by Risenzealot:
Originally posted by Sinsling:
always leave one family free to handle building/ox carting. juggle people around from other jobs to get resources as you need them.

to start getting people you need spare housing and 50%+ approval. solving homelessness faster removes its penalty, and you want a church. dont worry about storage/granary for your starting supplies being a priority. the things you need ASAP are more logs and fuel. making a church also massively drives up your approval and it should be like the 7th or 8th building you start.

basically, making a lumber building and 6 houses will start getting you pop right away and you can drive that up real quick. once you pass 80% approval you'll even start getting multiple families per month, housing permiting

Thank you!
Would you recommend starting on the passive mode for newer players? The mode with no combat?
what i did was just sped through the first 2 years to learn some stuff. totally possible to just use the chill mode to learn the economy part for supporting armies though.

here's a huge hint to make your economy really explode after you've got making people show up down:
export hides like crazy. seriously you will roll in money if you by goat add-ons and use a hunting lodge, at least in my experience. my starts now, on normal, is to make a logger > 6 houses + 1 hunter > woodcutter > church > trading post + 2 goat extensions and export hides for their +4/ea/month. this brings in regional wealth pretty quickly for either importing or buying other extensions

also: make your housing plots big enough for addons but not for the living extensions. that appears to be bugged at the moment
Risenzealot Apr 29, 2024 @ 5:32pm 
Originally posted by Sinsling:
Originally posted by Risenzealot:

Thank you!
Would you recommend starting on the passive mode for newer players? The mode with no combat?
what i did was just sped through the first 2 years to learn some stuff. totally possible to just use the chill mode to learn the economy part for supporting armies though.

here's a huge hint to make your economy really explode after you've got making people show up down:
export hides like crazy. seriously you will roll in money if you by goat add-ons and use a hunting lodge, at least in my experience. my starts now, on normal, is to make a logger > 6 houses + 1 hunter > woodcutter > church > trading post + 2 goat extensions and export hides for their +4/ea/month. this brings in regional wealth pretty quickly for either importing or buying other extensions

also: make your housing plots big enough for addons but not for the living extensions. that appears to be bugged at the moment

Thanks for the tips!

How do you trade out the hides for wealth? I have built a trading post but it's a little confusing for someone not used to these types of games. It looked to me like I could only trade one resource for another, not just for wealth.
Sinsling Apr 30, 2024 @ 12:45pm 
Originally posted by Risenzealot:
Originally posted by Sinsling:
what i did was just sped through the first 2 years to learn some stuff. totally possible to just use the chill mode to learn the economy part for supporting armies though.

here's a huge hint to make your economy really explode after you've got making people show up down:
export hides like crazy. seriously you will roll in money if you by goat add-ons and use a hunting lodge, at least in my experience. my starts now, on normal, is to make a logger > 6 houses + 1 hunter > woodcutter > church > trading post + 2 goat extensions and export hides for their +4/ea/month. this brings in regional wealth pretty quickly for either importing or buying other extensions

also: make your housing plots big enough for addons but not for the living extensions. that appears to be bugged at the moment

Thanks for the tips!

How do you trade out the hides for wealth? I have built a trading post but it's a little confusing for someone not used to these types of games. It looked to me like I could only trade one resource for another, not just for wealth.
when you export you get the value on the left side of the slash. as long as you arent importing then you have no wealth going out. you'll need a worker assigned to the trading post to move goods for exporting from the town supplies in to the post. imports you pay the cost on the right side per unit, so without the cost reduction upgrade you dont really want to do this in bulk early on.
Eltoron Apr 30, 2024 @ 1:30pm 
Originally posted by Sinsling:
Originally posted by Risenzealot:

Thanks for the tips!

How do you trade out the hides for wealth? I have built a trading post but it's a little confusing for someone not used to these types of games. It looked to me like I could only trade one resource for another, not just for wealth.
when you export you get the value on the left side of the slash. as long as you arent importing then you have no wealth going out. you'll need a worker assigned to the trading post to move goods for exporting from the town supplies in to the post. imports you pay the cost on the right side per unit, so without the cost reduction upgrade you dont really want to do this in bulk early on.
It looks like he built packing station instead of trading post.
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Date Posted: Apr 29, 2024 @ 4:34pm
Posts: 16