Manor Lords

Manor Lords

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Oddible Apr 30, 2024 @ 7:27pm
Since adding more than 1 family to any building sucks, why ever do it?
Just saw a guide that showed some of the diminishing returns of adding a second family to a building. For instance, a single logging camp with 3 families yields 20 logs per month. Whereas two logging camps with only 1 family each produces 28 logs per month.

This seems broken. There is no reason not to just build more buildings.
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Showing 1-7 of 7 comments
Oddible Apr 30, 2024 @ 7:38pm 
Originally posted by ORION:
I dunno maybe you're running out of areas with trees

You missed the point of the post. Here watch this. Dude ran tests with 1, 2, and 3 families and found that the more families you add you don't get that much more wood. That it is inefficient to add more families and much more efficient to add more facilities with a single family. Seems a rather broken mechanic since the number of families is a pretty critical resource.

https://www.youtube.com/watch?v=m8QgfUerktc&ab_channel=StratGamingGuides
Agony_Aunt May 1, 2024 @ 5:45am 
I don't know if its valid for any building.

It definitely is a multiplier with farms.

For things like the storage house and grannary, how efficient it is will depend on how many goods need moving. Unless you have enough to keep multiple families engaged then there is no point adding more families.

With woodcutters it will have diminishing returns as you chop down nearby trees so they have to walk further. If you have just 1 family, then they will not clear nearby trees so quickly so will be more efficient over time, but overall, you'll still get less, so its still worth putting multiple families in if you need a boost.
Maiskolben May 1, 2024 @ 5:58am 
Families get way less important later on when you have money since you can get new ones that can cover their own food needs via vegtable/eggs.

Distance and at least a little storage optimization are king here. For example a baker next to a storehouse/pantry that focuses on flour and nothing else can work really fast. But if the storehouse is near the farm then the baker will walk to it and will produce nearly nothing.
Last edited by Maiskolben; May 1, 2024 @ 6:00am
Feldhobel May 1, 2024 @ 6:01am 
report it as a balance issue and you are done.
HiGenX May 1, 2024 @ 6:17am 
Does it balance back out with the addition of the foresters camp? Trees added back = less walking, which is why i think the multi family unit starts to have diminishing returns.
RaelM May 1, 2024 @ 6:17am 
Originally posted by Maiskolben:
Families get way less important later on when you have money since you can get new ones that can cover their own food needs via vegtable/eggs.

Distance and at least a little storage optimization are king here. For example a baker next to a storehouse/pantry that focuses on flour and nothing else can work really fast. But if the storehouse is near the farm then the baker will walk to it and will produce nearly nothing.

The trick is to only have bread enabled in the Granary for that production chain, that way the grain and flour isn't moved to it and thus reduces the travel time of the families assigned to the farmhouse, windmill and bakery.

Grain will stay at the farmhouse(s) for threshing, then be moved to the windmill to be ground into flour which will then be moved to the bakery to be baked into bread and then and only then will it enter the Granary as bread.
Last edited by RaelM; May 1, 2024 @ 6:18am
Lord Shizzle May 1, 2024 @ 6:19am 
Trade house give a trader
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Date Posted: Apr 30, 2024 @ 7:27pm
Posts: 7