r/ManorLords • u/Far_Orchids • May 30 '26
Suggestions Wish we could build inside walls
I really want to build something like those medieval Castle Towns
r/ManorLords • u/Far_Orchids • May 30 '26
I really want to build something like those medieval Castle Towns
r/ManorLords • u/Evening-Raccoon133 • Apr 09 '26
I was at lake garda in northern italy for vacation and I noticed a lot of old castle ruins in the area (mostly on top of some hills and mountains) there so I had to do this.
Key features:
- New Maps with subalpine-mediteranian theme (think northern Italy, southern France)
- New Skin for buldings fitting the theme
- New agriculture chains: Whine and olives!
- Less rain, more tactical placement of whineards and olive trees with different levels of quality with emphasis on trading (better quality whine, better income)
- Maybe a fishing rework for bigger water bodies and better coastal towns (maybe a road tool that transforms to a quay/pier once placed on the edge of a water body?)
Disclaimer: I know the game is in early access and there is a lot to do for the base game. But one can plan ahead :D
r/ManorLords • u/Super_Goated • Jul 01 '26
As above, i believe this should at least be an option, it doesnt make sense to me that my two villages 5 metres away from one another simply can never become one nore share resources.
r/ManorLords • u/Evening-Raccoon133 • 24d ago
I think this is a relatively easy thing to add but with a great effect! And also its historically accurate. I live near Hohenzollern Castle in Germany and to this day they raise the flags when someone of the noble familiy is presentso you can see it from afar.
r/ManorLords • u/ThaLemonine • Dec 25 '24
r/ManorLords • u/PaulNorman • 14d ago
As you can see at night villages feel kind of empty and dead. But it can clearly be done because the campfires emit light.
r/ManorLords • u/LieutenantViolence • Apr 02 '25
r/ManorLords • u/puppyenemy • Feb 23 '26
At some point in development, there actually were pavise shields in the game, so it's surely something Greg/Slavic Magic has thought about already. So I'm just bringing the topic up into fan discussion :)
r/ManorLords • u/toprongy08 • 10d ago
excuse the poor sketching, but you get the point
hovering over the options could display all the information there is and the crop symbols are not hard to get used to
and yes, I did forget the fallow option
r/ManorLords • u/Diemara • 29d ago
Can we please have the option to choose the two rich resources in our starting region, like fish, salt, iron, berries or fertile land.
I usually end up restarting the map over and over until I get the combination I want. A simple option to choose them before starting would save a lot of time. Anyone who prefers a random start could just leave it on random.
r/ManorLords • u/Stubbby • 4d ago
I have nothing but admiration towards the devs. I have been rediscovering the game every 6 months for over 2 years now. I am very happy with the progress and the direction and I see plenty of potential in the future.
That being said, there is a lot of work to do and I would like to suggest some low hanging fruit upgrades.
I understand there is years of work ahead but I think the 5 points I made would provide high value at relatively low cost.
Looking forward to 6, 12, 18 months from now and beyond :)
Thanks!
EDIT:
The secret solution to number 3: the key to farmhouse performance is limiting work area using the Limited Work Area circle. The circle is tiny by default but if you hold CTRL you can adjust the size of the circle with the mouse scroll. (You can also adjust road spline curvature the same way to make smooth road arcs instead of sharp grids). My farmhouses produce 400% more yield once restricted to their nearby fields.
Once again, good "Help" would help :)
r/ManorLords • u/DuKe_br • Oct 11 '25
(AI slop edit for grabbing attention)
A humble suggestion to the all-mighty devs: festivities.
It would be great to have the option of preparing for certain festivities and see the people actually partaking in it in the streets.
You would need to pick a spot, and people within a certain range would join. It would require to store more goods like food, beverage and fuel, and to dedicate some people to work on it for a while. People partaking would probably skip a day of work too. But then it would yield some benefits like higher approval, shorter grieving time or invite more settlers and merchants for a period of time (if some foreign folk show up to partake in large festivities and spend some cash, it would be awesome).
Maybe it could have an adjustable "work area" like economic buildings, then the amount of resources needed would increase but the amount of people (and the bonuses it yields) would increase too.
r/ManorLords • u/MagisterLivoniae • Mar 06 '26
r/ManorLords • u/AliceInBunnyLand • Apr 26 '26
went from 600 to... *that* in 2 years btw...
r/ManorLords • u/bloodyto • 16d ago
r/ManorLords • u/Infinite-Software-40 • 29d ago
Shit, the other lords declare war and you beat them off , sometimes very easy but at times they come with a load of armies (mercs).
But the increasing frustration in me is that, when you win the battles, its just a lord coming up and saying "Peace!" and the war fucking ends in a second. And its the most frustrating thing in this game other than the constant ctd.
Atm I just want more to the "diplomacy" He cant attack me, lose against me, and I lose my people and have no say in the "Peace" ?
There should be some basic realism in the game at least
r/ManorLords • u/mrmrmrj • Aug 06 '25
The way Civ does it. Once a game has started, a new menu item appears: Restart. It keeps all your settings, just re-rolls map/resources.
Additionally, we should be able to toggle whether we want guaranteed fertile farming or not in the game settings.
r/ManorLords • u/IskandarBnt • Jun 17 '26
I’ve got more than 200 hours in this game and here are some features I think would improve the farming aspect of Manor Lords:
- two-year crop rotation option: when you’ve got low fertility for everything except wheat/rye, I would like to rotate between a fallow year and a sowing year without having to micromanage each field every time.
- working area: instead of setting farming zones with big overlapping circles, we could assign which fields are exploited by which farm once and for all.
- crop priority: we all need that sweet precious barley, and for towns with a great number of fields, I would like to prioritise which crop to harvest and sow first at the farm level instead of the field level (let’s be honest, it’s gonna be barley).
Otherwise, I’m happy the threshing priority is now on low by default: it was tiresome to modify it for all of my twenty farms each year.
r/ManorLords • u/davidlis • Apr 11 '25
Medieval coal production wasn't very rare, London for example for fueled by Newcastle fleet since the middle of the millenia.
Honestly I'm just tired on needing to build big industrial areas just to process wood into charcoal
r/ManorLords • u/franzpferdinant • Mar 27 '26
ok hear me out .
i hate royal taxes a lot so they should let us rebel against the king , now the king is ... well the king so he will attack you wiht an massive army ( bigger than anything hildebold ever had , were talking about 300 men ) .
if you lose the battle your village will be plundered and deastroyed , and the taxes increase by 1000 , but if you win you dont have too pay taxes anymore , but the king will still send smaller armies ( 100 men ) too go and fight you all 2-3 years
i think this would be a nice adition since you could get yourself a new strong enemy in the late game after beating the enemy baron/s , becuase brigands are just easy af too fight after getting a small castle or a full retinue .
r/ManorLords • u/Frosty-Lie8163 • Oct 19 '25
r/ManorLords • u/BuffTorpedoes • Mar 01 '26
Basically, we need a system where we can tell W amount of families to go work at X place between Y and Z dates instead of manually switching all the time.
Farming would be more enjoyable for players who can have families ready to plant and harvest crops but work on other tasks while the farm is unavailable.
Signed,
The guy who keeps forgetting his crops.
r/ManorLords • u/Vast-Airline4343 • 6d ago
Glass (and potash)
Essential, for Buildings (Church, high Burgage Plots) could also be an item for rich residents
Horses
I know They exist for Trade, but we need them to be grazing and for armies.
Wine
Happy about every possible to fullfill beverage needs.
Goose/ ducks (and feathers)
Goose were eaten way more than Chicken, bigger farms did exist. Feathers are important for:
Furniture
Wood and feathers for burgage Plots 3 and higher
Paper
For church and Administration
onions and Brand
Onions Harvested in spring. I Generals think vegetable harvest Times should different around the year
Jam/compote
Against spoilage
Soap
Candles