Manor Lords

Manor Lords

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One grip so far... ASSIGNING A FAMILY TO A PROPER CONSTRUCTION ROLE
So one grip is to have a building dedicated to construction or in the olden times would be the carpenter that would do this role... its annoying to take out a family out of a role that they have many stalls on the market just to

Other things to mention so far:
1. Grew my town into level 3s with tons of propped lots in my region but not enough families to take roles of other industries? whats up with that? I let the game run on max speed for many days and see the numbers go up slightly even with plenty enough of materials and food across the board (I mean everything is within 6k+ and counting)

Solution: add more available families to assign roles or "buy off" families to come dwell in your land?

2. After building a manor, have the initial work camp building become an administration house/building or even transfer it to the manor/tax office build schematics, eye sore to have a hobo camp when the rest of your town is max upgraded, also why only 5 families shown in that camp if your population is in the 1K+?

3. Can we have comprehensive build to manor/castle like structures like stone walls and weapon placement and such with actually building a barracks/stable/dock of some kind to permanently build your forces rather than using mercenaries or retinue from the civilian populations to take up arms? Also using the built units to take up positions in the walls, towers and weapon emplacements?

Also why no options to build towers and walls to enclose your region area?

4. When pave roads, have it remove the trees as well and make the placement of the roads more "fluid" without weird intersections being made

... that is all for now... otherwise, good concept... yes yes I know this was done majority by one person but now he has a team that fine tune his creations with all the bug and suggestions from early access users
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Agony_Aunt May 2, 2024 @ 3:52am 
The design is such that anyone who is not assigned to work is a carrier/constructor, so its important to manage your pool of reserve families not assigned to stuff.

I suppose they could add a dedicated constructor, although its not really needed. Perhaps if there was an artisan constructor role, who was quicker at building, that might be worthwhile, or you needed an artisan builder to build higher tier buildings...

As things stand, you have flexibility. A dedicated builder would require an extra building and assigning families to there as required, basically adding extra hassle to something that already works.

As for why no option to build towers and walls to enclose your region/town - its planned. The dev just hasn't got round to implementing it yet.

Not sure what your problem is with your first point. I'm up to 30+ families and have enough for everything now and still got people arriving. Not sure what i'm going to do with more families beyond building more food/farms/fuel in order to keep them going, which will require more clothes, etc.... its kind of at the point where i'm considering not building more houses because it just makes it more difficult to manage. At least for now... i can see the need to get more armies, but i'm not ready to go for that yet.

The initial work camp is meant to be destroyed when you no longer need it. Get rid of it.
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Date Posted: May 2, 2024 @ 2:37am
Posts: 1