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I have an infinite iron and clay in a region so tiles and weapons are being sold... thing is even though all it's exports should surpass and make up for the imports they rarely do. You'll have fifty to a hundred spears or whatever sitting at the traders and they'll sit there while the trader imports a ton of stuff before he sells even one of them.
And even ♥♥♥♥♥♥ land will produce some barley.
There is tree skill that help limited gold per trade, unless that nerfed? I had not play this game since new patch, Just played game day it's come out. but stop playing just before new first patch.
On tolerant/normal approval metrics, you don't generally need oodles of ale all the time just to keep approval from dropping too much (on tolerant it doesn't seem to do anything, if they have no ale on hand, actually) - not sure about higher difficulty settings, approval probably tanks a lot faster then.
Even on challenging difficulty it's pretty easy now. You just have to offset it enough so disapproval doesn't completely tank. I found on a recent playthrough about 10-15 barley was generally enough to keep a large town going.
Not my experience. First run this patch, at less than a large town, I stockpiled 550 ales across the street before opening my tavern. I also had barley farms running WAY over 10-15, and 2 malt shops and two 2 family brewers. My ale plummeted to half in one season, before it slowed down to a rate that would still have me out of ale before next harvest much less >malt>ale.
So I bailed, and now pause the tavern until I need to upgrade something to level 3. If this rate of consumption is enforced with no way to game it, it basically would take level 3 housing away and I would move on to something else. It is horribly broken right now from what I can tell.
I play flat out easy mode almost exclusively.
It's tedious and boring but that's how this game is designed. The only other option is to play 'Wakka-Mole' with the Bandit camps and take the reward as Regional Wealth to pay for the Ale. or waste huge resources scraping a few barley seeds out of an infertile land.
1. import Malt.
2. Build a Brewery Extension in the Burgage Plot to turn the Malt into Ale.
The clever solution of course is to import the ale from another region with decent farmland, but that's dependant upon the internal trade working. Though I have done it successfully using the Pack Station.
I think barley is 12 coins, which is cheaper than 18. All you need a malt building and have one of your homes have a brewery in the back yard and you should be able to supply some ale.
I plant a few fields of barley each year and only import barley as needed. Yes it is expensive, but it is the only thing that I import.
By the time I need to buy barley I have a pretty good econ going which helps.
Agreed. Having played many city building games I have found that once one get's one's city going, most games have a product one can exploit to make a lot of coin in trade.
It is kind of refreshing that so far, that is not the case with Manor Lords.
I buy barley as needed, but mainly grown my own. It is refreshing to have a game that forces one to be somewhat self sufficient.