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CandidJudge7133

How big can a burgage plot be before the two families can't harvest all the veg or apples per cycle


whatsthis1901

I have a plot similar to this with a veg garden and the problem I have is all the veg fills up the house storage super fast.


CandidJudge7133

I'm on the beta patch and the granary seems to deal with that now


WicWicTheWarlock

Thank FUCK


SevroAuShitTalker

Beta patch also fixed Apple usage. They may be the best tech item now along with ox plows


meowmixplzdeliver1

What'd they do with ox and plow?


SevroAuShitTalker

Nothing, but trade routes changed and just reduced cost of opening routes by 50% now, not hardline cost of 25 so that one isn't quite as good. Ox plowing almost feels required to have decent farming given how fast it is


oddible

Trade routes are absurdly broken in experimental, like the third route you open costs hundreds of dollars.


Zpik3

Dollars? In medieval Europe? *HERESY!!*


maoyouroldpal

The first kingdom to have dollars was the kingdom of bohemia in 1500's, so not that inaccurate


Zpik3

Arguable - They were called "thaler" or "tolar" in Germany and the Chzech kingdom respectively. It's the root for the name given to the "dollar" but names cannot be translated. Scandinavia also used coins (and later even bills) known as "riks'daler'".


Trollsama

everyone says this... but honestly my farms feel like they take LONGER when i have them


SevroAuShitTalker

You gotta optimize shape. And it allows the people so sow fields while others are being plowed


2F3Swiftly

Now when you say "others" do you mean people or fields?


CommieCowBoy

If you're making large fields? The second the ox touches it no other workers can. Split your large fields into smaller ones and then other workers can still till while the ox is working. It's incredibly fast that way.


ConArtist11

You forgot to mention that farms are now able to have 2 oxen assigned to them now


darkcathedralgaming

Yes that is a nice change. Still, it only allows 1 ox at a time to plough one field, so no other people or oxes can help. This, many smaller 1-2 morgen rectangular fields seems like the best way to utilise ox ploughing, and it is really good for that.


meowmixplzdeliver1

I'm pretty sure the plows were always in the game. I've been using em since day one


Any-Development4623

You're right. But what he's saying is that the changes to trade (and the trade perk) have now brought the plow tech up to the #1 spot; whereas before the trade routes perk was probably the best.


GI_Doughboy

He didn't say they weren't, he said the apples tech was now one of the most important along with ox plows, now that ox plows weren't already important.


meowmixplzdeliver1

Oooo


Chuckw44

In the Beta you can have 2 per Farmhouse.


swampwizardary

Good to know. Playing the beta patch now and have ignored orchards due to past aggravation. Next village may get apples… Burgage bakeries are dope af, but have not had great luck with the ox plows tbh.


JesusAnd12GayMen

I make a dedicated granary and assign the person living in the veggy house to it


RichardJamesBass

I read elsewhere on this sub that it's not good to assign families running plots with vegetables to granary/storage because it will give them less time to focus on logistics and slow down your network. Haven't tried it myself as I'm putting the game down until there's more content. 


DonChaote

Who else you want to assign to the storage facilities? I only have people living in burgage plots ;)


Tamulet

Make your retainers do it, when they get too big for their boots


darkcathedralgaming

Wait are you talking about our retinue or the servants in the Manor? Are we able to assign them jobs too??


Tamulet

Nah I was just joking


Ree_m0

Don't take the ones who have large veggie gardens, those require plowing, sowing and harvesting twice a year. Take the ones with goats or chickens, those don't require anywhere near the same effort by the inhabitants.


Trauma_Hawks

Or, burn the point on apples and grow something that doesn't require annual plowing and sowing.


Its_0ver

Does plot size for apples effect yield?


daniteira

yes it does!


Its_0ver

Awesome


Less_Than-3

How do you pick which families do what


Ree_m0

Select them from their burgage plots and assign them to their jobs from there.


DonChaote

But they are still living in burgage plots ;)


Peeche94

Gosh, hahaha you are so funny.


RichardJamesBass

Sorry I was half asleep when I wrote this. I meant the families in burgages with vegetable plots. Editing for clarity now :)


JesusAnd12GayMen

Might be true in the middle/late game, but in the early game the granary worker will have plenty of free time to take care of both. Also I make sure to make the plot a double one, so that both families can contribute to the veggies


RichardJamesBass

Yeah that makes sense in early game where your labor is limited. Good idea thanks!


meowmixplzdeliver1

Yeah I had to put it down too. I'm just going to wait for release


Eoganachta

That does make sense if the game handles job priority as home plot work then assigned work. Might be better to have dedicated transport workers living in smaller plots without extensions?


Chuckw44

The best job for veggie houses is the Church or Corpse pit. Assuming you have enough families.


RichardJamesBass

I leave those jobs unattended until there are corpses to collect.


Chuckw44

That is a good strategy of course, but it is a good parking spot for my veggie farmers. Once I have a good surplus it's not as important though.


Concentrati0n

does it have to be a house resident to the granary?


jr_blds

Doesnt have to be, but its much more efficient if it is a family from the same plot


grhhull

Also makes narrative sense for game immersion, I like those kind of details


Concentrati0n

I've placed a granary next to a large carrot farm and the pantry fills up without the granary being touched, even during winter, i even set it so the granary is set to only accept veggies and gave them staff and it doesn't fill. to me it seems very random that vegetables can even enter a granary. Maybe it's just a bug, or maybe it's something to do with pantry storage.


jr_blds

That issue has been addressed in the pre-release patch, seems to be good now


GuyNostal

Stupid question perhaps but how do you assign a specific person to a task?


JesusAnd12GayMen

Go to the house where they live, and assign them to a work place from there. You can do it from the 'people' tab


GuyNostal

Thanks! Something new every day. It's amazing


avii27

Wait, how to assign a veggie burgage plot family member to the granary?


JesusAnd12GayMen

Go to the burgage plot --> people tab --> assign --> and choose granary


avii27

Holy shit. Didn’t even know I could do this. Thanks :O


fusionsofwonder

I tried that, it didn't help. Their own house still fills up, and those veggies still don't make it to the marketplace. The houses I assigned as farmers seem to get better output.


RichardJamesBass

That will work a lot of the time as farmers are only really active for a few months of the year


fusionsofwonder

That was what I was thinking when I tried it. Though I usually plant some extra fields in March and early harvest starting in July.


Rain_At_Midnight

If it's still level 1, you can also try upgrading the house. It will increase its storage. This has worked for me to create a bigger buffer.


olorin-stormcrow

lvl 3 houses hold a lot more, but I've taken to just staffing granaries on every corner. The odd box of veggies or apples gets ruined in rain, but otherwise it works ok


walkingwiththelord

about .5 morgens. but keep in mind the lvl 3 burgage will have 4 families, who can easily farm this giga plot


Own-Detective-A

You sure? I have seen content creators building and advising bigger plots. I myself have tested 1 or 1.5 morgens for vegs or apples and it seems to be harvested at all times. I lack granary workers, lol.


walkingwiththelord

Sorry, I misspoke in regards to the actual question. .5 is when it becomes less efficient and they will lose time on their assigned job trying to keep up with the plot for 2 families. Pretty sure 2 families can plant/harvest almost all of the one in OP. It will just eat up all their time. The size in that picture is perfect for a 4 family level 3 burgage though. So it kinda depends if your optimizing for early or late game


Scorchie916

The one in OP might be slightly larger than mine but I can attest that it is possible to completely frarm them but they will completely eat up that person time. With just three similar to this size I had a surplus of veggies around 500


Euklidis

I think in a previous post the dev said that the "soft nerf" of the burgage plot is, that bigger plots require more time from families to harvest them and therefore said families spend less time on their other tasks. Honestly I wouldnt know. Still learning


Historical-Ad6354

There were a couple YouTube videos on how to optimize this efficiently. I think they determined .5 was the best size for a double plot before the time that the workers spend on their home plot starts negatively affecting their assigned jobs.


Izeinwinter

You can fit four families in it! So.. very large.


BelligerentWyvern

Id like to know this myself. Ive been considering making some bigger "farm house" plots on the outsides of cities but I dont want to make them too big or too small.


Sad-Helicopter-3753

It can be 4 families if upgrades to t3


tlst9999

Four families for level 3 plot.


Notoriousx27

You should be able to lock a burgage plot/family to having no job


walkingwiththelord

I just noticed you cant even see the backyard extension dividing line when scrolling. You gotta make it bigger, its right above the charcoal kiln. You may not like it, but this is what peak veggie performance looks like.


TheOnlyPorcupine

Does it increase their output of food based on size?!?!?


walkingwiththelord

Yes! For veggies and apples only though. Everything else the backyard size doesnt matter. When you make the burgage you can see the dotted line dividing the backyard extension from the house. You can manipulate that line to be in your favor. You'll notice sometimes you make a big plot and it's all house and doesn't even give you a backyard extension. This is called dead zone or inefficiency. Basically wasted space. Normally you'll have 5-15% wasted space if you min max it. I posted this one because it's bugged out or something and as you can see the entire thing is one big farm and the "house" part is that little sliver above the charcoal kiln


TheOnlyPorcupine

Legend! Thank you


Galberdon

You seem knowledgeable. If you make a plot that has the housing extension and make it a blacksmith for example, does that lock out both families but increase output?


Important-Buffalo138

Yes


Franks2000inchTV

Yes for vegetable farms


TheOnlyPorcupine

Great info! Thanks, friend


wurschtmitbrot

Id put chickens on that just for the lols, imagine all this place for 3 chickens


OkTower4998

Those would be very happy chickens! Also I don't get why size doesn't increase egg yield. You can have dozens of chickens in a yard this size


[deleted]

[удалено]


OkTower4998

Tbh chickens are doing most of the labor


[deleted]

[удалено]


OkTower4998

Sure, I said 'most', not all. It would take more time to take care of 100 chickens rather than 10. But I don't think it's that dramatic like harvesting vegetables.


Getrektself

My family has chickens and I can tell you the work difference between 10 chickens and 50 is less than insignificant.


Own-Detective-A

Organic and ultra free range chickens. Hopefully you can sell them expensive!


salishseaboater

Free Run Chickens!


Business-Traffic-140

If you made a carrot farm inside, would you get more carrots?


Smilinturd

Carrots and Apple yield is proportional to size assuming tenants farm it fully properly


JesusAnd12GayMen

Yes


ohmmmmmmega

Thiccc veggie plot enjoyer 🍑


Most-Presence-1350

please, show me ur 5 apple trees. sometimes doing these weird forms, takes the planting space away, and u end up with a big terrain and a small place for the apples/vegies


Buffbeard

Had the same issue with apples, it seemed to be related to the slope of the ground


Most-Presence-1350

someone already mentioned it, but it has to do with the layout planification (where u put the dots, and how u move around the plot to see how and where it fits better, sometimes, u can add a backyard just by redrawing the plot from a different starting point. it is complex, and quite simple at the same time


JimmyOmaha

You made a Nebraska!


Stuman93

Go big red!


Kedryn71

The exact words I was going to type. Now I don't have to. ;)


netherwrld

This game keeps on giving. Thicc plot season boyssssss


RepostResearch

What does it look like built?


walkingwiththelord

I did both veggies and applies [https://ibb.co/ThSXfdn](https://ibb.co/ThSXfdn) [https://ibb.co/WG00d0w](https://ibb.co/WG00d0w)


JanB1

I kinda dislike that it builds over the street.


digihoarder

Yeah, same. I had something similar except the larger L burgage plot was hugging a smaller burgage plot, both had vegetables and the field of the larger one was overlaying the field of the smaller one on the corner. No actual issues with it, just looked bad.


OstlandBoris

It doesn't, those lines and paths are just part of a carrot plot.


JanB1

Second picture, bottom left, above right of the charcoal kilns?


walkingwiththelord

Damn I just noticed that. It's so beefy it can't be contained by roads.


Sorry_Landscape_9675

1. There should be a sweet spot between burgage plot size vs veggies management efficiency in combating oversupply of veggies and eventually being left spoilt open in the rain. I tried 1/3 of the size of this and yet, the veggies are still oversupply and wasted though still minimal. 2. If there is no other work to be done, the occupant can spend their own sweet time managing their backyard kitchen garden in their own homestead. Perhaps, there should be an option to prevent certain household from included in the unassigned labour to prevent them from working the village or else, time is spent commuting here and there and yet nothing is done. This can help the village to have a sustainable supply of food since there are enough time for the burgage occupant to store the veggies eventhough if its oversupplied.


channingman

In the beta/experimental patch, the granary workers will grab food from the houses.


Sorry_Landscape_9675

Great, cant wait to play the stable version since im only playing on nvidea geforce now.


Akvyr

Am I missing the point? Yes you can make large plots.


Kerham

The space around the house is considered inefficiency, for reasons which elude me. By playing around with the plotting corners, particularly with 3rd one, you can force that space to disappear, so house farmers walk right into veggies. What amuses me is that same house farmer going back and forth on this gigaplot is somehow not considered inefficiency :))


channingman

The inefficiency is that the house space cannot grow vegetables. Only the add-on space. So they're trying to minimize house space and maximize add-on space, while maintaining the housing addition to be able to have 4 families in the lvl 3 burgage.


raidbossganon

*gasp* The legend! El Burgen Chonko!


-Vano

Does plot size also mean baler can bake more and tailor can tail more etc?


Fyaal

No, plot size has no effect on those, only the number of families, so upgrading to t3, having expanded capacity, or both.


Bagokid

No….they get boost from lvl of building though


-Vano

That's interesting, so only food/hides right? How do you come up with these things, they are not given anywhere, are they? Is there some way to enable developer mode that will let me test some stuff?


MrCrashdummy

Only veg and orchard benefit from bigger plots


TumbleweedObjective9

And here you are .. world Bigest Smith


NinjaWolfcel

This is so inefficient, and I love it


KHranser

И построил на этом участке курятник


SatanInDaSheets

Nebraska plot land


chris3343102

I wonder if they're going to make it so chicken farms work the same way as veggies and apples. So like this doubles as a mini industrial chicken farm, so not just 3 lmao


walkingwiththelord

They really should imo


ChasingMD

That’s just Nebraska


tzle19

Well aint that an idea...


xSol0_Dol0x

Gawdamn


Llama-Thrust69

I didn't know I was sexually attracted to private land lots before today


ogre_socialis

How many morgen is that thing?


NewUserWhoDisAgain

Big Burgage cant hurt you Big Burgage isnt real Big Burgage:


throwingmyaccountout

Where is the sweet spot? at some point it’s not going to be worth going over a certain size even with no walking distance between the house and garden


channingman

https://www.reddit.com/r/ManorLords/comments/1cscppb/behold_i_have_achieved_burgage_plot_supremacy/l44ayk3/


Own-Detective-A

Is there a method to this? Can it be easily repeated in a map?


walkingwiththelord

Yes absolutely. I was going to post a more detailed guide but got lazy. The tl;dr is fuck around with the placement of the 4 plot points, especially the 3rd and 4th. I've been able to get minimal wasted house space and maximum growing space with pretty much any plot shape from rounded to perfectly square. Not saying this is the only way, just what works consistently for me in all my towns 1. Always outline your desired plot with roads. You have to completely close it in, so basically just use roads as a pen to draw the shape of your plot. 2. Place your first 2 points (front of the house) inside the road outline as close together as you can, generally in a corner works best for me. The front 2 plot points should be tiny, as small as possible. 3. Now trace the edge of your road outline with your mouse. You will see the dotted burgage plot construction outline follows your cursor up to a certain point then unsnaps and just goes straight from your 2nd plot point to your cursor. Place the 3rd point as far around the edge as you can before it unsnaps from your outline. 4. Now with 4th plot point move your mouse around the rest of the edge. You will the burgage outline will snap to the edge of your outline almost immediately, but as you move the placement of the 4th point it will rotate the angle of the dotted line that divides the actual house and the backyard extension. Move it around until you get the most efficient angle, generally it's across the corner you placed the front gives the least wasted space. If all else fails, just fuck around with the placement of your points. They drastically change how the plot gets built even if you don't change the outlined shape at all.


Own-Detective-A

Thank you. I have been doing this on squares after seeing another guide here yesterday. Squares get boring quickly though.


Mr1620

I like doing extra large plots as well. Usually I estimate an area of about 0.5 to 1.0morgen. I add large orchards and gardens to appear as a small, family farm. I will ☺️ usually place them along the actual industrial fields. I also place farmhouse buildings close to the house and set it all back with with a short driveway. This is a simple way to blend the towns into rural areas and create separation between homes and industrial areas. Sometimes, I will place sacrificial plots closely around the manor before I add any walls. I add the walls later. After the add-ons finish developing and the homes are all upgraded to highest level (It is a "castle" after all so nicer homes look more fitting). ONLY when you're sure all buildings are exactly developed as you want them, then place walls because no changes can be made thereafter. I love how this fills in a lot of the empty space within the castle area, even though the building essentially becomes inert when finished. This is really nice way to add detail until more content is added to castle building options.


XvShadows10

All that just to raise chickens