MANOR LORDS | EP01 - THE PERFECT START (Early Access Let's Play - Medieval City Builder)

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Published 2024-04-12
Manor Lords has been my most anticipated city builder since I first stumbled across it in 2020 - the medieval city builder with RTS combat elements, and an economic system that integrates the two closely... what more could I ask for? This series will showcase Manor Lords gameplay while highlighting how to play Manor Lords, providing explanations for various mechanics and gameplay systems. If you like city builders, if you like medieval settings, and if you like tactical battles, I think you might like this series.

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00:00 - Intro
00:50 - Coat of Arms, Portrait, Name
01:33 - Scenario Options & Selection
03:03 - Objectives, Map Overview & Planning
07:02 - Gameplay Begins
13:54 - Storage Explained
15:20 - Families Explained
16:45 - Gameplay Continues
22:27 - Hauling Goods Explained
24:29 - Gameplay Continues
25:39 - Housing Explained
28:40 - Gameplay Continues
42:07 - Army & Militia Explained (Briefly)
42:44 - Gameplay Continues

#manorlords

All Comments (21)
  • @PartyElite
    EPISODE 2 is OUT NOW - https://www.youtube.com/watch?v=B-91YHxuR0A&list=PLwVftHdWAdHPd_ZZBrTs_stpvzfSsOmor&index=3 ! I can't believe it's finally happening! I'm so excited to dive in here, and I cannot BELIEVE the luck I had with this start. This episode has me going over some of the mechanics that stand out in the early game, but future episodes will certainly pick up the pace (and maybe have more of the editing you see in the latter parts of this video). Really excited to try and force myself into a more organic approach, and seeing how our little town evolves over time as we grow. Let me know your thoughts below, as always!
  • @pratama_jr
    OMG the gameplay series is back. I miss the let's play series 😭
  • YT was promoting other Manor Lords Early Access vids on my feed but I came here because you’re my guy for all strategy and city builder games!
  • @Cramblit
    The hype is real! This honestly looks like a game that they've put some great love and care into making, and really letting you get immersed in a medieval world like never before. Other games have got close, but this game seems like it will be the next Kingdom Come Deliverance level of immersion and accuracy.
  • @EverShy_
    Feels like an eternity since I watched you a play a Let's Play series, I've missed it very much! The architecture screams medieval alsace to me and I love it!
  • Finally. A manor lords let's play where I'm not screaming at the screen because of stupidity lol
  • @alishakellert
    It was absolutely worth every minute of the wait for this game. Every detail is immaculate. Absolutely hooked ... more, please!;😅
  • @Seamusandsonis
    So chuffed to see a new series on the channel. All hail the return of Party!! And it's with Manor Lords no less! So nice to hear how much joy this game brings you already. Can't wait to see how this series develops, will be watch every episode avidly! Totally agree with the idea of leaning into organic pathing, might be an idea to really try to follow the contours of the land as much as possible as that seems like it would fit with how people tend to trample paths themselves. It was funny to see how quickly Party's attempt to outthink the game was thwarted by thieves. Though establishing a militia once we have a church might make for a good story beat.
  • @mylesbrownGSP
    I'm so hyped for this series on your channel! I can't wait to see the awesome town you will create.
  • @BGWumba
    Super excited for this game and Falling Frontier!
  • @holmes2528
    The game is truly stunning, everything is there down to the last little details, I'm looking forward to see the combat in this game
  • @davidem7619
    I told my friend the other day that I'll subscribe to the next yt channel I see who doesn't end the intro with "without further ado". Thanks.
  • @IronicNCTV
    Really excited for Manor Lords and great to see you starting the series!
  • @Daesig
    I randomly stumbled upon this and am so invested. Keep em going!
  • @adele.e.m
    The detail in thia game is insane. The fact that when it rains puddles form in the ruts on the road, tiny details like that just make it so immersive and realistic it's amazing
  • I cannot wait for this game, and I'm very happy you're covering it early!
  • @Scott_Burton
    FIRST: Please understand everything I have in this comment is based on watching gameplay (and sometimes hyper-analyzing). I never had the demo, and obviously I don't have the "release" which comes out next week So, if my conclusions are incorrect, I'm happy to know what I misinterpreted, but it's not as if I can test my ideas 10:12 in keeping with your idea that the church would be on the road to the manor, I think just past the triangle section at or before the clump of trees looks like a very good choice. Using the top of this frame as an artbitrary "North" for this description, North of the triangle, East of the "Manor Road" but this is your domain, so I'm just offering suggestions. (You put the Granary and Storehouse approximately where I was thinking for the church around 15:00) 20:06-20:07 You are the 3rd person, I have seen, who has gotten that name and made some comment about demonetization. Just remember, it doesn't have to be a "purely English" pronunciation. I would naturally look at that name and, while the "seemingly crude" pronunciation does occur to me, unilaterally decide it is akin to "Koontz" Since the market costs nothing but space to set up, my instinct would be to make it a bit bigger than you initially set up. From the videos I have seen, I ballpark an initial market with room for 12-18 stalls will probably be a "set it up, then don't worry about it for the next 2 in game years" size. But I'm making these judgements based on play I have seen videos of. Sadly, by the time this game was really on my radar, the demo was withdrawn. 33:27-33:30 "Food for 12 months, fuel for 7" This value will change as your Burgage Plots are completed and upgraded, as each Burgage plot has a specific need for food and fuel, which is not necessarily the same as the family's need. Just a minor observation. I'm not sure, but I think the need for heating fuel is doubled by burgage plot, not by family. But it draws down your approval to have families homeless, and you need 50% or higher approval as well as available housing to have new families move in, thus increasing the number of facilities you can have staffed at one time and still have construction continue 36:00-36:10 "Family members join a family" I take this to be along the lines of "Oh, my brother/sister/aunt/uncle/cousin now has a home and a plot of land, I've got no plot, no house, I'll move in with them and join in whatever job they are doing that the lord of their land put them in a home. So I'll pitch in with whatever work their lord finds value in." (not a mooch, but a "hey, you let me stay with you and share your food, I'll work to help you get things done" 40:33 Approval At this moment you have a "Recent 30 day" [effectively "current"] -2 approval from homelessness, and a "previous" [I think it's somewhere in the 3 month to 12 month range, but I think it's 3 or 6 month] -4 approval from homelessness. Once everyone has a home, the following month the "Recent 30 days" will drop into the "previous" and after a few months in game time, the old homelessness values will start falling off, based on when the next family got a home. This would make it apparent that getting even basic plots built even without room for expansions/extras as soon as possible would be beneficial, but you did the right thing by starting with the logging camp, because building 5 burgage plots would have eradicated all your timber, and then you couldn't have built the logging camp The Recent 30 days" and "previous" remain in effect upon your approval until they drop off the "previous" over time, and since you can't get new families with an approval under 50, nor without housing. eliminating homelessness and getting an extra plot are crucial to quickly getting your next family to move in. As you previously mentioned, you need an unassigned (not assigned to a task) family in order to construct things. To me, the best thing to do is get a logging camp built and staffed right away, start the granary construction as soon as possible, then alternate between building basic burgage plots (with or without expansions and 'hobby space') getting the storehouse built and as you previously did, alternate a family between the granary and storehouse. This means bringing in plenty of timber to make the burgage plots, getting all those supplies in, out of the weather, eliminating homelessness and making extra housing as fast as possible, and reaching an approval level that means families will consider moving in. Increasing productivity, but also increasing expenditure of food and firewood. 46:26 Approval Your "recent 30 days" your market food variety is high (You have berries, meat, and possibly carrots), your "recent" you've had your variety of market food longer than the last 30 days, and all your people have gotten homes more than a month ago, so the homelessness will soon start dropping off. But your approval is already at 51% and you have housing for 7 families, while you only have 5 families. You are well on your way to getting families moving in. Small observation. If you have no construction, or no urgent construction, you could always assign the last "unassigned" family to a task, in the short term, such as if you build the stonecutter camp, because you needed more stone. Once they finished building it, they could be assigned to it to harvest stone, until you needed to build something else. Basically you assign them where you need them right now and unassign them when you're ready to do more building, or when another family shows up, that new family becomes the "temporary assigned or construction family" 51:10-51:15 I'm going to say, in my opinion, "Trade Logistics" is one of, if not the best choice for that first development point. Trade routes get more and more expensive to create, and this is regional wealth (which you have burned with the vegetable gardens already) but you start with 50 regional wealth, it is hard to establish 2 trade routes with 50 regional wealth. This development locks the regional wealth cost to open a new route at 25, so once you establish a trade station, every route costs the same to establish. Some routes after the second are over 70 wealth to establish, and you have to pay the cost to open each route, every time you open a route, the others cost even more. Locking in that price, is potentially a savings of hundreds of regional wealth in year 2 alone, not to mention trade routes are one of the fastest ways to achieve wealth. Those mercenaries aren't so hard to afford after. 51:34 you took Orchardry. This means for 50 regional wealth you can create one orchard. That same regional wealth would establish 2 trade routes with trade logistics. 1 trade route of berries from your foraging camp could net 50 regional wealth over a single growing season. If you are overproducing some other product, the second trade route brings you to 50 total wealth spent, and can mean hundreds of wealth in return in a single year. It seems to be a common misconception that add-ons like the vegetable garden, chicken coop, goat farm and orchard will produce wealth. This doesn't appear to be directly true. These produce village supplies, which will increase food variety at the market, and hides. These do not directly increase wealth. Although through established trade routes can be exchanged for wealth. (You have 3 carrot farmers, they add a lot of carrots to the food stalls at the market, making more than berries and meat available, improving variety, or if you have excess, via a trade route you can export your excess for wealth. Likewise the goat farm will produce hides which can be exported or converted to leather with a tannery. Leather can provide the clothing materials need for upgrading burgage plots, can be used to make finalized items at a tailor workshop, or can be exported for wealth. A chicken coop or an orchard produces eggs and apples respectively much like the carrots of a vegetable garden. 57:30-57:50 The issue of firewood. Firewood can still be gathered/produced during the winter. Throwing an extra family into working at the woodcutter's would increase production to overpower the small excess-demand you will have for the winter. if you can support your village over spring, summer and fall/autumn with 1 family, two families will produce at least as much firewood as you need over the winter. This can be achieved by pulling a family from gathering (berries don't grow during winter) or halting/reducing construction by assigning an unassigned family, or drawing them from another task that winter interferes with. Of course at this point you're still relocating your woodcutter's lodge, so you have zero production.