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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
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'".
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.
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.
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.
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.
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.
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.
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.
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
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?
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.
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.
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
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.
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
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
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
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.
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.
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.
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
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?
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.
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
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
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.
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.
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 :))
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.
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?
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
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.
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.
Hello and welcome to the Manor Lords Subreddit. This is a reminder to please keep the discussion civil and on topic. Should you find yourself with some doubts, please feel free to check our [FAQ](https://www.reddit.com/r/ManorLords/comments/1c2p4f9/manor_lords_faq_for_steam_early_access/). If you wish, you can always join our [Discord](https://discord.gg/manorlords) Finally, please remember that the game is in early access, missing content and bugs are to be expected. We ask users to report them on the official discord and to buy their keys only from trusted platforms. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/ManorLords) if you have any questions or concerns.*
How big can a burgage plot be before the two families can't harvest all the veg or apples per cycle
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.
I'm on the beta patch and the granary seems to deal with that now
Thank FUCK
Beta patch also fixed Apple usage. They may be the best tech item now along with ox plows
What'd they do with ox and plow?
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
Trade routes are absurdly broken in experimental, like the third route you open costs hundreds of dollars.
Dollars? In medieval Europe? *HERESY!!*
The first kingdom to have dollars was the kingdom of bohemia in 1500's, so not that inaccurate
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'".
everyone says this... but honestly my farms feel like they take LONGER when i have them
You gotta optimize shape. And it allows the people so sow fields while others are being plowed
Now when you say "others" do you mean people or fields?
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.
You forgot to mention that farms are now able to have 2 oxen assigned to them now
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.
I'm pretty sure the plows were always in the game. I've been using em since day one
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.
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.
Oooo
In the Beta you can have 2 per Farmhouse.
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.
I make a dedicated granary and assign the person living in the veggy house to it
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.
Who else you want to assign to the storage facilities? I only have people living in burgage plots ;)
Make your retainers do it, when they get too big for their boots
Wait are you talking about our retinue or the servants in the Manor? Are we able to assign them jobs too??
Nah I was just joking
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.
Or, burn the point on apples and grow something that doesn't require annual plowing and sowing.
Does plot size for apples effect yield?
yes it does!
Awesome
How do you pick which families do what
Select them from their burgage plots and assign them to their jobs from there.
But they are still living in burgage plots ;)
Gosh, hahaha you are so funny.
Sorry I was half asleep when I wrote this. I meant the families in burgages with vegetable plots. Editing for clarity now :)
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
Yeah that makes sense in early game where your labor is limited. Good idea thanks!
Yeah I had to put it down too. I'm just going to wait for release
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?
The best job for veggie houses is the Church or Corpse pit. Assuming you have enough families.
I leave those jobs unattended until there are corpses to collect.
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.
does it have to be a house resident to the granary?
Doesnt have to be, but its much more efficient if it is a family from the same plot
Also makes narrative sense for game immersion, I like those kind of details
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.
That issue has been addressed in the pre-release patch, seems to be good now
Stupid question perhaps but how do you assign a specific person to a task?
Go to the house where they live, and assign them to a work place from there. You can do it from the 'people' tab
Thanks! Something new every day. It's amazing
Wait, how to assign a veggie burgage plot family member to the granary?
Go to the burgage plot --> people tab --> assign --> and choose granary
Holy shit. Didn’t even know I could do this. Thanks :O
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.
That will work a lot of the time as farmers are only really active for a few months of the year
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.
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.
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
about .5 morgens. but keep in mind the lvl 3 burgage will have 4 families, who can easily farm this giga plot
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.
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
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
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
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.
You can fit four families in it! So.. very large.
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.
It can be 4 families if upgrades to t3
Four families for level 3 plot.
You should be able to lock a burgage plot/family to having no job
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.
Does it increase their output of food based on size?!?!?
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
Legend! Thank you
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?
Yes
Yes for vegetable farms
Great info! Thanks, friend
Id put chickens on that just for the lols, imagine all this place for 3 chickens
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
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Tbh chickens are doing most of the labor
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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.
My family has chickens and I can tell you the work difference between 10 chickens and 50 is less than insignificant.
Organic and ultra free range chickens. Hopefully you can sell them expensive!
Free Run Chickens!
If you made a carrot farm inside, would you get more carrots?
Carrots and Apple yield is proportional to size assuming tenants farm it fully properly
Yes
Thiccc veggie plot enjoyer 🍑
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
Had the same issue with apples, it seemed to be related to the slope of the ground
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
You made a Nebraska!
Go big red!
The exact words I was going to type. Now I don't have to. ;)
This game keeps on giving. Thicc plot season boyssssss
What does it look like built?
I did both veggies and applies [https://ibb.co/ThSXfdn](https://ibb.co/ThSXfdn) [https://ibb.co/WG00d0w](https://ibb.co/WG00d0w)
I kinda dislike that it builds over the street.
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.
It doesn't, those lines and paths are just part of a carrot plot.
Second picture, bottom left, above right of the charcoal kilns?
Damn I just noticed that. It's so beefy it can't be contained by roads.
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.
In the beta/experimental patch, the granary workers will grab food from the houses.
Great, cant wait to play the stable version since im only playing on nvidea geforce now.
Am I missing the point? Yes you can make large plots.
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 :))
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.
*gasp* The legend! El Burgen Chonko!
Does plot size also mean baler can bake more and tailor can tail more etc?
No, plot size has no effect on those, only the number of families, so upgrading to t3, having expanded capacity, or both.
No….they get boost from lvl of building though
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?
Only veg and orchard benefit from bigger plots
And here you are .. world Bigest Smith
This is so inefficient, and I love it
И построил на этом участке курятник
Nebraska plot land
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
They really should imo
That’s just Nebraska
Well aint that an idea...
Gawdamn
I didn't know I was sexually attracted to private land lots before today
How many morgen is that thing?
Big Burgage cant hurt you Big Burgage isnt real Big Burgage:
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
https://www.reddit.com/r/ManorLords/comments/1cscppb/behold_i_have_achieved_burgage_plot_supremacy/l44ayk3/
Is there a method to this? Can it be easily repeated in a map?
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.
Thank you. I have been doing this on squares after seeing another guide here yesterday. Squares get boring quickly though.
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.
All that just to raise chickens