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1 - Father
1 - Mother
1 - Son.
They do not have any varying skills compared to other families. In ML they are simply a resource to do a job .
Me, personally, have no clue! But you should do science, and report back, if nobody else answers.
Because I'm curious now, heh.
Well, OP, having read what you wrote... I may get around to seeing if that works like that or not. If I don't do old and fall asleep.
Now that's informative! Micromanaging it is then..
Actually I tried, but ran into game breaking bugs before scenario was completed and did not bother to save as major changes were made to town and the result was still questionable, though at first impression approx 15% better, but that is probably mostly because of fresh market stalls and other minor improvements like expanded market and a new much needed marketplace. I also manually assigned some families like those living right next to church. I don't even know why I want peeps in the church but am keeping it staffed.
For the micromanaging I struggle to remember all the combinations and consider making a list of every building type and optimal configuration/combination (there really ain't that many), but memory for these things are not what it used to be after thousands of days in dousins of games. Like where do veggie growers work. Where do eggaries work. What is the benefit of workers in stable and who should have such a job. What stalls should storages cover and what stalls should production specific buildings cover. church and sheep farm employees looking really laid back. let not mention the forester and others.
Am I the Lord here or am I a super-peasant as not sure who's actually doing the work!?
But...after that? Not much need... So I don't.
Hell, this current run I haven't even bothered manually assigning anyone, up to 300 pop, farms, everything, on challenging. Challenging.
Most things in the game seem to work sequentially (as in first exist, first chosen). Assign an ox to a farm? Not the one from the hitching post you built right next to it, but the oldest one that's not assigned.
I may do some science later to check if it's like that with people too; but I know it's chosen people from way far away when there were available ones closer before, so.
I've started 'optimising' recently by chosing families for workplaces, and then giving them a surname related to their occupation so when I toss them in the farm later, I'll remember where they go when harvest is over. Weird, but...
But so far, as Manor Lords stands right now, I'm of the same opinion as madpraxis - there is little need for it. I've tried reassigning/moving people and for me It doesn't seem to really help/alter that much, unless it helps a glitched AI. Or if it seems to help, it's probably at least 50% placebo or it just happened to work that time, and may not work he same during a restart. Hahaha.
Markets are the one thing where I think micro managing stalls does have some benefit, if one wants to do it that way. Myself, I decided I didn't want, when deleting/rebuilding entire market and simply waiting for them to repopulate/restock it all on their own always works for me.
EDIT: I'd actually like it if it did make more of a difference. Hoping it will later down the road.
Anyway, babbling - that is interesting re: how the game chooses who will work where. Having it be someone closest makes more sense, but eh.