Manor Lords

Manor Lords

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Nox Jul 1, 2024 @ 1:34am
Am I missing some way to set production limits?
Please, I don't need more bows. I can't stop the bows.
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Showing 1-8 of 8 comments
TheRealMuehle Jul 1, 2024 @ 2:10am 
Pause the bowmaker ;-)
There isn't an option to set a limit.
Nox Jul 1, 2024 @ 2:58am 
Thanks noted. I thought maybe I was just being dumb
Brother Nature Jul 1, 2024 @ 4:58am 
Limits would be fantastic, instead of pause, after reaching which the household could go back to the "workers" pool. Same thing for farmers, etc.
Zalumon Jul 1, 2024 @ 4:58am 
Really missing production limits. Micromanagment starts to get to me.
Didz Jul 1, 2024 @ 5:14am 
The only self-regulating strategy I've seen that works is to use the Generic Storage of the workshops to limit production.

e.g. Stop your Warehouse and Granary Workers emptying the generic storage of your buildings/ So that when they fill up they stop working.

Then give your end of line craftsmen the right to sell their own ware by activating their Market Stall option.

Now you have craftsmen that will only work until their generic storage is full and will start work again as soon as they have sold some of their stock.

I have tested this with Firewood and so I know it works. Every Woodcutters Camp can store 50 x Firewood. So, if nobody collects it they will stop cutting once they have 50 x Wood in stock.

Allow them to run a market stall near their camp and they will happily sell their own firewiid and make up the stock automatically. Likewise Kilns, Forges and Burners who need firewood for their own production will happily visit the woodcutters camp and by it direct instead of visiting a warehouse.
Clovis Sangrail Jul 1, 2024 @ 5:15am 
Originally posted by Brother Nature:
Limits would be fantastic, instead of pause, after reaching which the household could go back to the "workers" pool. Same thing for farmers, etc.

No trained and skilled artisan would deign to go back to schlepping firewood or leading an ox just because his quota was met.

That's the point with artisans. Once they are trained, you lose them for menial work.

Farmers, on the other hand, you can add to the farmhouse and remove at will. As you should, because you don't need them except during the fall. It's kind of like how modern small family farmers have day jobs.
Zalumon Jul 1, 2024 @ 8:33am 
Originally posted by Didz:
The only self-regulating strategy I've seen that works is to use the Generic Storage of the workshops to limit production.

Very nice! I'll try that with the cobbler. The trade route for boots is very expensive, with this strategy I can hopefully keep exporting leather :)
Zoid Jul 1, 2024 @ 9:10am 
The only problem is he's using up your resources -- but you don't have to allow that. The way I deal with it is through the "Advanced" tab on the associated buildings:

1) To limit the fletcher, use the Advance tab to set reserve production limits on the planks. In other words, if you set the limit to "20", he will use no planks unless there are more than 20.
2) To limit the sawmill production of planks, use the Advance tab to set reserve production limits on timber.
3) Now, I use the Trader to sell warbows beyond a specific threshhold -- for me, that is 36. Then, enjoy the extra income gained from the sale of bows granted by your fletcher's ambition. He is helping by keeping your arsenal stocked, generating wealth for the region, and not hurting a thing!
Last edited by Zoid; Jul 1, 2024 @ 9:14am
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Date Posted: Jul 1, 2024 @ 1:34am
Posts: 8