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And it operates independently from the logging camp. The wood in the logging camps is used as material for building houses and other items.
Maybe this can help too https://wiki.hoodedhorse.com/Manor_Lords/Buildings#Gathering_buildings
hmm....nope?
Log camps have a cap of 28 logs. Loggers will continue to cut down logs, regardless if camp is full. Moving that camp will leave the pile behind. So, build more camps and keep them empty. One camp with three workers can continue to cut trees and fill more empty camps.
Logs never go to any other storage except for work sites like Saw Pits for Planks.
Assigning an animal to the active camp is great. You can add up to two.
However, it will require a camp worker to guide it, disrupting that worker's ability to cut.
Best bet is to assign guides to stalls. Two families per stall. Can guide four animals relatively well. This means they're hauling logs all around the map for you, freeing up camp workers to cut.
FUELING: much different than logging.
Woodcutter will cut down their own supply of logs. They do not take from the log supply the logging camps create. Best to place them in a different area from the log camps. Woodcutters can also be used to clear forests, like log camps. Woodcutters do need goods storage to get product to market.
Coal camps feed off of wood fuel from woodcutters. Adding coal to the chain requires ample flow of wood fuel. It will last longer and also requires a goods storage to get to market.
My set up:
I'll combine the log camps with planks. One goods storage and one hitching post.
I'll combine the woodcutters and coal. One goods storage.
Additionally,
When you get deep into the game (10 years) having a dedicated forest for this is helpful. Pick a corner on your map and add in foresters to keep trees plentiful. They'll take time to get the forest up and full, so plan ahead.
Try this set up at start of map, in this order:
One log camp. Once built, three workers.
One saw pit. Assign one worker from the log camp. (reassign it later when planks reach 25)
One Granary. Assign one worker from log camp to pick up starting food supplies.
One Storehouse. Assign the granary worker once they've finished food pickup.
Hunting camp/Berries/fisher - reassign workers from saw pit and storehouse here.
THEN, I'll begin burgages: One large veggie with a second family slot, and two small chicken burgages with extra family slot each. They usually begin build around June if start in March.
hint:
Berries: Finite each season. So pickers next to bushes is OK. Just don't let the foresters and wood cutters near them, they'll get cut. You can fence off the berries with the pasture fence and the wood's workers won't touch the bushes plus you can still pick the berries AND use the pasture for lambs.
Fishing: Finite each season. Location near ponds won't effect production.
Hunting: Finite resource that can run out, and if it does no more will spawn the next season. Set limit to 10. Place camps away from hunting location as they will pillage it if it is close and you'll run low fast. 2 families per camp can do a lot of damage fast.