Manor Lords

Manor Lords

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Backyard extensions
Guys, i need pro tips about assigning right backyard extensions. i guess i need tailors/cobblers/goats to support them, then breweries, then armory, there is also bakeries, but i am planning to build them en masse in my second region because of more fertile land. so out of the stuff that is left, what should i build?
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Showing 1-15 of 17 comments
Scaristotle May 1, 2024 @ 3:05am 
First things that I usually go for with my backyards are T1 gardens, they are massive food producers if you have the backyard large. Also, you need Joiner (for shields) and Blacksmith (for weapons). I would straight up ignore bows.
Originally posted by Scaristotle:
First things that I usually go for with my backyards are T1 gardens, they are massive food producers if you have the backyard large. Also, you need Joiner (for shields) and Blacksmith (for weapons). I would straight up ignore bows.
hmm so large veggie gardens stay more or less relevant throughout the game? like for example if i need 3 different sources of food, one is going to be bread, and two others are apples/veggies -will it work what do you think?
madpraxis May 1, 2024 @ 3:22am 
Very well.
Set it up so the house placement tool makes funky big shapes in back. Pretty easy to do, with fields, or roads, or other houses. And then keep in mind, that you don't want those people doing anything. Because it takes serious time to plant, and harvest, a big field of veggies. If you really want them doing something, give them a workplace (near them) that they can just swing by, bang out some work quick, then head home.

My current village, using a tanner for one big veggie house. Since hides get used stupid quick, so they don't spend much time working there. Also use...uh...planks. Whatever it is, because I set all storage to not take them, so once it's full, they don't do anything. And when planks get used, they pop in, bang out a few, then go back to staring at tubers.

Ah, an edit. If you want them to be taken out of circulation for the automatic click to add person thing? Churches work great. Corpse pits. Something unique and never used, basically. Or a stone mine, with no stone in the region. Get creative, give them a job that doesn't involve doing anything!
Last edited by madpraxis; May 1, 2024 @ 3:24am
CatPerson May 1, 2024 @ 3:24am 
Originally posted by Спартак здесь?:
hmm so large veggie gardens stay more or less relevant throughout the game? like for example if i need 3 different sources of food, one is going to be bread, and two others are apples/veggies -will it work what do you think?
It works well enough you can completely forgo food farming if you don't want to deal with the mega-employees farms etc. Or at least, only worry about barley and flax for those goods maybe.

I did one start where I made a huuuuuuge single veggie farm and a few hours later I had 1000+ veggies. Apples are a little less productive for space, I find, but that worked out well too in giant size. EDIT: extreme veggie gardens can take a while to seem that fruitful. Takes a while to plant/get full harvests I guess.
Last edited by CatPerson; May 1, 2024 @ 3:26am
Originally posted by CatPerson:
Originally posted by Спартак здесь?:
hmm so large veggie gardens stay more or less relevant throughout the game? like for example if i need 3 different sources of food, one is going to be bread, and two others are apples/veggies -will it work what do you think?
It works well enough you can completely forgo food farming if you don't want to deal with the mega-employees farms etc. Or at least, only worry about barley and flax for those goods maybe.

I did one start where I made a huuuuuuge single veggie farm and a few hours later I had 1000+ veggies. Apples are a little less productive for space, I find, but that worked out well too in giant size. EDIT: extreme veggie gardens can take a while to seem that fruitful. Takes a while to plant/get full harvests I guess.
and how big these fields are going to be, for t3 house with 2 families? i saw guys saying something like 1 morgen
madpraxis May 1, 2024 @ 3:33am 
Yea, it works out to about a morgen a family. Which, makes sense, since the proto-acre that it is is about what you can work in a day with an ox.

*edit*
Why did I think farm fields?
THAT IS YOUR ANSWER FOR FARM FIELDS.

Veggies are about the same, if it makes you feel better.
Last edited by madpraxis; May 1, 2024 @ 3:34am
CatPerson May 1, 2024 @ 3:35am 
Originally posted by Спартак здесь?:
and how big these fields are going to be, for t3 house with 2 families? i saw guys saying something like 1 morgen
I'm not sure I understand the question. The level of the house has nothing to do with it, you can make one at the start of the game essentially. Just make it as big (or small) as you want. I haven't tested it but I'd guess the limit is just the resource cost. I saw a screenshot from someone who made one even bigger than I had, lol. Edit: that's for backyard veggie garden/apple orchards.
Last edited by CatPerson; May 1, 2024 @ 3:37am
ok thanks guys, i guess i'll try veggies+apples and everything else into goats/tailors/cobblers
madpraxis May 1, 2024 @ 3:44am 
Originally posted by CatPerson:
Originally posted by Спартак здесь?:
and how big these fields are going to be, for t3 house with 2 families? i saw guys saying something like 1 morgen
I'm not sure I understand the question. The level of the house has nothing to do with it, you can make one at the start of the game essentially. Just make it as big (or small) as you want. I haven't tested it but I'd guess the limit is just the resource cost. I saw a screenshot from someone who made one even bigger than I had, lol. Edit: that's for backyard veggie garden/apple orchards.

Level of house does matter though, for veggies. I haven't messed with apples, I'd guess they need people to pick em too... But...more families, means more hands to work the 'field'. So, more hands = more bigger field. A doubled T3 house can hold 4 families. That is a lot of hands. And a lot of hot, hot tuber action that can happen with all those hands.
madpraxis May 1, 2024 @ 3:45am 
Originally posted by Спартак здесь?:
ok thanks guys, i guess i'll try veggies+apples and everything else into goats/tailors/cobblers
Goats. All the goats. I'm not even joking, man. You burn through SO MANY DAMN HIDES with a tanner. And then not only is leather a tier 1 clothing good, but you also use it to make higher tier items too. Never enough hides.

Last village I had at least 30 single family houses set to goats. And that wasn't even enough.
Also, you don't really NEED that many artisans. I'd suggest just one at a time, then see how things balance out after a year or so in game.
Last edited by madpraxis; May 1, 2024 @ 3:46am
Originally posted by madpraxis:
Originally posted by Спартак здесь?:
ok thanks guys, i guess i'll try veggies+apples and everything else into goats/tailors/cobblers
Goats. All the goats. I'm not even joking, man. You burn through SO MANY DAMN HIDES with a tanner. And then not only is leather a tier 1 clothing good, but you also use it to make higher tier items too. Never enough hides.

Last village I had at least 30 single family houses set to goats. And that wasn't even enough.
Also, you don't really NEED that many artisans. I'd suggest just one at a time, then see how things balance out after a year or so in game.
yeah i had 2 full hunter cabins with pelt extraction upgrade (lol) and it is not even near enough to sustain 1 tannery worker
HiGenX May 1, 2024 @ 3:56am 
Each region has its pros and cons and as such you should build to match. Rich mines and poor farm land? Make and sell arms/shields and buy food using points in trade. Works very well :)
redhongkong May 1, 2024 @ 4:39am 
you need cobbler(clothing needs, unless u r farming and have linen) and smith, shield, every region having shield militia is key


they are ur key worker for upgrading houses and arming ur peasants for basic defends even its just ur side region, they need to defend themself incase of raider
CatPerson May 1, 2024 @ 5:30am 
Originally posted by madpraxis:
Level of house does matter though, for veggies. I haven't messed with apples, I'd guess they need people to pick em too... But...more families, means more hands to work the 'field'. So, more hands = more bigger field. A doubled T3 house can hold 4 families. That is a lot of hands. And a lot of hot, hot tuber action that can happen with all those hands.
I just meant that house level doesn't matter in terms of *when* or *how large* you can make it. I think when you define a house plot that huge, then shrink it down to "1 house" instead of the default 10-15 skinnier plots etc. it's always going to be a double-family plot anyway. I could be wrong tho.

I did try making a huuuuuuge field at level 1, just now as a test, maybe not a morgen but not way behind - which had two unassigned families residing in it. Waited a couple years. They seemed to be managing to sow/reap about 2/3 of the area, so that size was bit too big for 2 families, so yes the total of 4 later would likely help. That said, while huuuuuge house-farms are fun, I think it's a bit more overall efficient to make them large but still moderate. So a lvl1-double family could still work the whole thing, even they have other jobs. Just make a few more of them.

But I don't like upgrading that many houses to 3 anyway, so. :dssmile:
Last edited by CatPerson; May 1, 2024 @ 5:30am
Scott May 1, 2024 @ 5:34am 
similar to veggie plots and the larger the size = more veg (as long as they have time to plant it all), does the same apply to chicken coops and goats? the larger the plot = more eggs / hides?
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Date Posted: May 1, 2024 @ 2:59am
Posts: 17