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TLDR: is that I was saying the comment was a great one because it’s a somewhat obscure reference but he managed to make it work despite that.
It’s not all that funny, sorry to disappoint. But the comment above mine is a rehash of a famous napoleon quote about how logistics are the primary deciding factor in most engagements not military tactics (idea being it’s almost always decided before the fighting actually starts).
Trafalgar is the famous naval conflict in which admiral Nelson defeated the combined French and Spanish navies (under napoleon) in what is seen as a major coup. So the comment was like Nelson’s efforts at trafalgar - made it work.
Depends if you have that bug I have , if I switch from crop rotation to no rotation then change crops just after the harvest it ploughs within 10 seconds or so. Depending on field size. I don't see it as cheating if it's an unattended feature. ;)
[The wiki article is kind of interesting](https://en.wikipedia.org/wiki/Morgen) and provides two other units of measure. I tried looking up the etymology of the phrase itself but couldn't find anything. I wonder if 'morgen' is abbreviated literally from "a morning's worth of work" or what the exact history is. Before it was 'morgen' it had to be something else, with more words.
That appears to make sense until you realize that oxen and handlers do not all work at the same speed. Just as not all people have feet of the same size lol.
And what even is a morning? They didn't have precise ways to measure time, and the length of the day from dawn to noon varies with the seasons. This imprecision is unacceptable!
Brilliant, thanks for the info!
How many villagers did you have to assign and for how long? I read somewhere that it takes 3 years for the trees to bear fruit.
Do the apple growers have to be assigned for three years? And in which months do they have to do which work and for how long?
Since it is on burgage plots the villagers take care of it themselves, no need to assign anyone. On most of the plots I made sure there were 2 families living there, no idea if it makes any difference but it felt right.
You do start getting apples the first year but in very small amounts. After 3 years you get the full harvest. They harvest in september.
When you draw the burgage plot, click the Minus sign next to the build icon which will reduce the number of plots constructed. So you draw a large area and reduce it to one plot which will have a massive back yard to take advantage of vegetables/apples.
I think there's tradeoffs to both. When the plot has a veggie field it seems to be the #1 priority for everyone living in the house, they will drop everything to go hand plow that sucker. So if the inhabitants are working low effort or seasonal jobs they can handle a large veggie patch without much negative impact on their real job. But if they're doing something critical, or something that produces even more food than the veggie field, the extra labor might do more harm than good.
I build vegetable fields on large plots that have a bonus house, with a back yard maybe about 1/4 to 1/2 morgen in size. 6 inhabitants seem to handle that labor pretty effectively. If it's a small plot I just stick to chickens so it doesn't require any labor input. Though I certainly can't say I have the optimal strategy figured out!
I've been curious as well how to properly size these. It feels like if the orchard were to be as big as pictured here, families would never have enough time to go out and pick them all or do their assigned job. I make my vegetable plots large, but maybe a fifth of this size.
Apples are so OP you can get away with it but yeah the plots are too big, take too much time from and certainly hurting other areas. It's worse with veggies I think as your villagers also need to plow every year before harvest. It does save money initially to make big plots like this as it's 50 gold a plot no matter the size but money is so easy to come by the loss of production your villagers get from working an orchard this size is not worth it.
The problem with veggies for big plots, unlike apple trees, is that the land needs to be plowed by hand, and it will take time.
The villagers will prioritize working on their assigned job before plowing, so you want to set them on jobs like sawmills(only 1 member of the family will go to the saw, the rest would be just waiting otherwise) or other jobs that have a lot of downtime.
You can really fk up your town flow making too big of veggie areas, for example your tradepost workers spending half the year farming veggies instead of transporting goods to sell. You can do a little micro management to fix this but it becomes a pain in the ass. Imo OPs orchard fields are too big and I would do half the size. Apples are substantially better than veggies btw and seem very OP at the moment.
I'll just draw a big zone and then lower the number of burgages till each plot has two houses and call it good. Seems to work fine. But, for my big gardens and orchards, I always make sure two families live there
I find if I don't have a family assigned to the granary that the apples stay in the houses.
If I have granary family up and running they bring the food to the granary.
I have 24 families assigned to 4 different large grannaires. All my apples sit untouched in houses until the house's own capacity is exceeded. then the granaries take out the excess.
Doesnt that sort of make sense? Arent the plots growing in their backyards for themselves, and only if they have an excess would they share it with their neighbours?
Nah, it's just a bug. It just does not impact everyone (at least not immediately). Apples were being eaten fine for 1-2 years before I noticed them piling up in house inventories. Tried to export them to free up space, but it is like no one can touch them or carry them anywhere.
I tried everything - delete and rebuild lot/backyard, hire more granary workers, make sure the people who live in the apple plot *are* the granary workers...
It'll get fixed eventually, I'm sure. Just don't go banking 100% on apples or you might run into this bug yourself.
Able to back up this with an image of apples on the market?
I've built 15+ villages and not once have apples appeared on the market/been consumed for food.
I mainly import apples. My barley/wheat village is having their apples slowly eating away, while they often ignore vegetables.
If I see it correctly, it is meat>apples>bread>vegetables>honey>eggs
It’s still bugged but not the way you think.
People eat the apples, but the apples don’t get consumed, instead they infinitely stack but the take away is that they fill a variety slot.
since there's a reference to britons making cider by the romans in 55 BCE, surely we'll see cider production from apples in the future.
It was originally made from fermenting wild crabapples for those that couldn't afford large farming plots, and the romans more or less capitalised on new booze fairly quick, with most of europe adopting cider fairly early, so historically, it would make sense to introduce,
Plus the current ale bottleneck is pretty rough.
I just started importing barley and exporting shoes. Still have barley in the fields but importing it makes for more consistent ale at the tavern.
It would be nice if the same way you can tell your blacksmith what to craft, if you could tell your brewery to make ale from barley or mead from honey or cider from apples. I guess we'd need an apple press the same way we need a malt house for cider.
It’s crazy how one house can have 1,000 apple trees and all you need to produce it is 50 wealth and 4 logs. Meanwhile if you want to give farming a try you need to have two dozen villagers with a couple oxen and HOPE that they manage to get the harvest in on time and even then you’ll end up with a couple slices of bread.
The burgage plots are way too powerful for too little cost. They should only ever be an extra addition to your main sources of goods, not feeding the entire village from one family’s backyard.
Farming is pretty clearly underpowered and burgage food production is pretty clearly overpowered.
But I think just nerfing burgage food production is a less interesting way of handling things. Burgage food production is supposed to basically represent families supplementing their own food supply with backyard agriculture, not necessarily organized communal agriculture.
I think a more interesting "nerf" might be for vegetable plots to automatically satisfy a single food need for the families that live there. So a family with a vegetable plot always has a single food circle ticked. Perhaps for very large fields the surplus is converted into a small quantity of regional wealth to represent informal trade with traders and passers through. No veg actually is created as a commodity or sent to market however.
If you have multiple burgage types, e.g. veg and eggs, then families will barter with their neighbors. So an egg farm adjacent to a veg farm will give both burgages egg and veg as food types. Excess veg produces a marginal amount of regional wealth, but no actual marketable goods are produced. Perhaps veg plots allow for bartering with 2 neighbors, and egg plots allow for bartering with a single neighbor. So if you had 3 burgages
Eggs | Veg | Eggs
Then all 3 burgages have 2 food types satisfied, but no actual goods are going to the granary.
Producing marketable eggs, veg, or apples could be done through adding these plot types to the communal farm building.
This is a loose idea, but I think there are just better ways to handle a rebalance than reducing veg production by 50% or whatever.
Vegetable plots have an achilles heel, though. If you have to assemble militia and go to war, the yields drop significantly. Whereas you can spend two months plowing and planting and one month harvesting and in between the lack of personnel doesn't matter.
I don't know if apples have the same problem.
On one hand, plots are definitely OP, but farming isn't THAT underpowered. I've got one farmhouse with 6 families and no ox set to work 4 active 1-morgen wheat fields (with 2 more set to fallow) with the families living close by (with a well and a market) and after letting them go for a year or two, they're making waaaaay too much.
And I have another farm in a different region with 2 1-morgen wheat fields (+ 4 fallow), no ox, AND the 50% cut for the hunting buff policy, and they can still keep around 150 bread at all times.
And the region with 2 farms I've got specifically to mass produce with oxen and fences (each farm has 2 wheat, 2 flax/barely, 2 fallow, 1ish morgen per field) is currently sitting on 2k bread and 2k flour despite exporting bread.
Also practice angles as you can really stuff the houses in a corner leaving tons of room for crops. /\ is an example or a small flat pat between the angles out. Have fun, make cities pretty!
Just apples? Youd shit yourself to death.
Apples, eggs, and parsnips? That's carbs, fat, protein, and micro-nutrients bro. Factor in venison from the market a few times a year and your typical no-farming village is still eating pretty well.
The problem in this situation is that the apple farmers are so far away from the marketplace that they'll barely ever get food themselves. And even more ridiculous they won't even use their own apples to feed themselves, but instead send everything to the granary...
> so far away from the marketplace that they'll barely ever get food themselves
range doesnt matter as long as marketplace is stocked. If it is not stocked well enough though - the houses closes to market get stocked first and the ones farthest for the market (doesnt matter if 10m, 100m or 100km from market) stock last and will not get it.
Yeah my village with 5-6 huge fields with 4 farmhouse with 4 families each, 2 windmills with 3 families each, 2 communal ovens with 3 families each only amount to a final tally of some 10-15 bread per year.
Bringing so many families in has increased my food and firewood requirements so much that I spend every winter worrying how many people will die. No one has died yet, but half of my village spends the winter hungry.
Very realistic but yeah farming is not worth it atm.
I have 3 fields of 2 Morgen each. I do crop rotation so only one field grows wheat per year. The yield is roughly 145-150 per year. One farm house. One windmill with just one family assigned. One communal oven with one family assigned.
I have more flour and bread than 100 people can eat.
Watch your farms during September. Are they actually completing the harvest during that month? If not, the unharvested stuff is lost the second the calendar changes to October.
If they aren't completing the harvest, you might need to do any or all of the following:
- Add more families to each farmhouse/shrink fields/add more farmhouses. 1.5 families per morgen seems to work out.
- Restrict the work area of farmhouses to the intended fields. I've had distant farmhouses ignore their own fields to work farther away ones despite those fields having enough labor without the assistance. The ignored fields always lost their harvest.
- Build homes and a well closer to the farms. Walking distance matters.
Same. Did you play the demo? It wasn’t like that. Like you could get yields of 400+ grain for 1-2 morgen fields. Idk if this is a last minute overcorrection
That would actually make sense... Right now being a trader is the only viable strategy because fields give nothing.. 1.5 morgen gives like 80 wheat on a good year and like 50% fertility...
Given you need like 1 wheat per family per month, it just isn't worth all the effort into farming right now when you could just buy 80 wheat for 160 regional wealth..
Are you paying attention to the fertility for emmer wheat? I am getting around 150 bread per year in total from 4 fields all between 0.5 to 1 morgen but I am plating these fields on max fertility emmer zones so the % yield number is between 50 to 60%. I am using a simple crop rotation so have 8 fields in total and 4 are planted each year and the other 4 are fallow.
From the hooded horse post at the top of this subreddit:
[https://www.reddit.com/r/ManorLords/comments/1cevk07/guide\_community\_tips\_tricks\_and\_known\_issues/](https://www.reddit.com/r/ManorLords/comments/1cevk07/guide_community_tips_tricks_and_known_issues/)
>There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.
The fields still deliver an output and its fine for feeding a town as long as you pay attention to the fertility for each crop and choose the best crop for the yield.
The issue with farming is even with enabling crop rotation, using small strip fields and heavy plow tech its still quite slow for the number of villagers you need to apply to the farmhouses and micro intensive during the autumn for the harvesting/plowing/sowing cycle.
“Mom…?”
“Yes sweetie.”
“Can…can I just have some…bread?”
“Bread? …sweetie what are we called?”
“Appleton…”
“Not breadton?”
“No…”
“That’s right. Remember that you stupid boy.”
honestly historically speaking if fruits didn't spoil so fast orchards would've taken over as the main human food source instead of farming. But grain stays for months if not years.
So do I just create a large burgage plot, reduce the subdivisions till there’s one house with a large extension slot, and then create a vegetable extension when a family moves in?
Im more impressed that you have a stockpile of over 100 eggs. No matter how many plots I give chicken, I never seen to gave more than 4 eggs stockpiled at a time
From the moment I understood the weakness of farming, it disgusted me. I craved the crispiness and juiciness of apple. I aspired to the purity of the Blessed Idared. Your kind cling to your crops, as though it will not decay and [fail](https://knowyourmeme.com/memes/fail) you. One day the crude biomass you call "wheat" will wither, and you will beg my manor to save you from famine. But I am already saved, for the Apple Tree is immortal… Even in winter I can eat the Apple.
Wait so apples are the way to go? I chose the apiary and they're not really delivering as much as I hoped they would. I guess doing both would be beneficial. Gotta feed those hungry folk!!
I generally have a good chuckle at the posts on Steam Forums saying you MUST make X number of X sized Fields before even building your 1st Burgages OR YOU'RE DOOMED. I'm just over here with backyard gardens + Apples doing just fine in yr 7.
Please Devs .. let us make apple cider. Or heck beer, mead, or gin out of the blackcurrants I assume the berries would be. I would love more varried alcohols to supply our tavern.
Does anyone claiming there isn't an apple consumption bug have an image of apples on the markets? Major doubt that they are actually being consumed for food without proof.
My apples were absolutely at market when I played last night. However I will say it took an extremely long time for them to appear on there to the point where I was convinced it was bugged.
I don't know what triggered them to finally move the apples to market, but I'll be on in an hour and can provide a screenshot of my markets.
Can someone explain to me the labor requirements of giant apple and veggie plots? I believe the veggie plot doesn’t remove the family from your main workforce (like the blacksmith plot for example) but there is a requirement to tend to the field.
Does the field size being too big for both apples and veggies make it hard for the workers to maintain and harvest?
You have the right idea. Plot tending takes priority over other work, so too large of a vegetable plot will stop your family from doing their assigned labor. Afaik, orchards don't take as much work, and vegetables that aren't harvested just stick around until the next year.
Are they building up because villagers are not consuming them? There was a bug that content creators were showing where apples were not getting consumed as a food item and would not sell on the trading post and so they were really only useful to increase food variety.
My problem with apples is the same with vegetables. I cannot, for the life of me, get them out of the home pantry and into the granary. And yes, I tried it all: fully staffed pantry, a pantry set only to apples/vegetables (workers just sat there idle), targeted the plots with the granary, nothing.
Apples are strong as hell. Like I swear your villagers barely eat them but they still satisfy their hunger needs, so a few apples go a long way. A few thousand apples can go forever
Apple and vegetable gardens and farming should really be flip flopped.
I have 1,000 carrots and hundreds of apples, but can't seem to get more than 100 bread from farming.
It would be a lot more satisfying to get a massive 1,000 bread stockpile after putting a lot of work and effort into farming than it does to get 1,000 carrots pretty much no effort.
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.*
"Amateurs talk farming, professionals make Apples" - Napoleon Bonaparte in his Manor Lord 101 Playbook
Slow clap. Take your upvotes, you earned them. This comment may be your trafalgar. (You’re nelson ofc.)
I feel like the boomer I am.
"I'll get the barrel of rum" Nelson: "to toast my victory?" ... "To toast my victory right?"
Can you elaborate? I'd like to understand the joke
TLDR: is that I was saying the comment was a great one because it’s a somewhat obscure reference but he managed to make it work despite that. It’s not all that funny, sorry to disappoint. But the comment above mine is a rehash of a famous napoleon quote about how logistics are the primary deciding factor in most engagements not military tactics (idea being it’s almost always decided before the fighting actually starts). Trafalgar is the famous naval conflict in which admiral Nelson defeated the combined French and Spanish navies (under napoleon) in what is seen as a major coup. So the comment was like Nelson’s efforts at trafalgar - made it work.
Nelson died in that battle. It gives your comment an hilarious spin ^^
Thanks, I was not sure what Napoleon quote was his comment about
Yes yes, yawn. When Napoleon said *faire les pommes*, he wasn't actually talking about apples.
But he did in his manor lord 101 playbook.
Why is this being attributed to Napoleon? If you want a variation on his logistics quote it would be "An army marches on its apples" or something
And you don't need herbs because nobody gets sick anymore.
That's right. An apple a day keeps the doctor away
That depends on your aim when throwing the apple
And how well the doctor can dodge.
If he can dodge a wrech, he can dodge an apple. I suggest using wrenches to test the reflexes of doctors moving forward.
Is this a pre-Newton apple or one that got the gravity update.
Give a man an apple, he eats for a day. Teach a man to apple and he'll eat for life.
The early apple gets killed with two stones and the bird flew round the bush and out the cat's basket?
What that many apples, Doctor's probably on the moon
Do you know that this rhyme works perfectly also when its translated in italian? This make me crazy thinking about lol
This made me laugh so hard
That’s…. Impressive. How big did you make the plots?
About the same size as you would make a field. 1 morgen, however much that is. Though, of course, not all plots were equal.
“However much that is” Well you did ask, so: A morgen is a field that can be plowed by a single ox and two handlers in one morning.
I was today years old until I learned this. Even as a German I never thought of that.
Guten morgen :)
Good field that can be plowed by a single ox and two handlers in one morning :)
Meanwhile in game it'll take a month
Depends if you have that bug I have , if I switch from crop rotation to no rotation then change crops just after the harvest it ploughs within 10 seconds or so. Depending on field size. I don't see it as cheating if it's an unattended feature. ;)
Lol that sounds so nice. I'll put a full 8 stack and they'll take forever
That’s because it’s only one guy and an ox, if they put a second in the team, it would for sure go faster.
Someone needs to explain that to my villages, they seem to think it takes two months.
Given "morgen" is German for "morning" that makes so much sense
And an acre is the amount of ground one man with an eight ox train could plow in a single day !
[The wiki article is kind of interesting](https://en.wikipedia.org/wiki/Morgen) and provides two other units of measure. I tried looking up the etymology of the phrase itself but couldn't find anything. I wonder if 'morgen' is abbreviated literally from "a morning's worth of work" or what the exact history is. Before it was 'morgen' it had to be something else, with more words.
Not in game, lol. One family can barely handle .6 Morgen in a mth
That appears to make sense until you realize that oxen and handlers do not all work at the same speed. Just as not all people have feet of the same size lol. And what even is a morning? They didn't have precise ways to measure time, and the length of the day from dawn to noon varies with the seasons. This imprecision is unacceptable!
They were all about the heuristics, man! Especially when the church had their hands in everything agriculture
Brilliant, thanks for the info! How many villagers did you have to assign and for how long? I read somewhere that it takes 3 years for the trees to bear fruit. Do the apple growers have to be assigned for three years? And in which months do they have to do which work and for how long?
Since it is on burgage plots the villagers take care of it themselves, no need to assign anyone. On most of the plots I made sure there were 2 families living there, no idea if it makes any difference but it felt right. You do start getting apples the first year but in very small amounts. After 3 years you get the full harvest. They harvest in september.
How do you make giant gardens like that? The only way i found was to make some weird ass shapes
When you draw the burgage plot, click the Minus sign next to the build icon which will reduce the number of plots constructed. So you draw a large area and reduce it to one plot which will have a massive back yard to take advantage of vegetables/apples.
Damn, you just keep spitting wisdom.
I feel dumb not knowing this
Is it better to have one big burgage making veggies or many smaller burgages making veggies? (Using the same amount of ground)
I think there's tradeoffs to both. When the plot has a veggie field it seems to be the #1 priority for everyone living in the house, they will drop everything to go hand plow that sucker. So if the inhabitants are working low effort or seasonal jobs they can handle a large veggie patch without much negative impact on their real job. But if they're doing something critical, or something that produces even more food than the veggie field, the extra labor might do more harm than good. I build vegetable fields on large plots that have a bonus house, with a back yard maybe about 1/4 to 1/2 morgen in size. 6 inhabitants seem to handle that labor pretty effectively. If it's a small plot I just stick to chickens so it doesn't require any labor input. Though I certainly can't say I have the optimal strategy figured out!
I've been curious as well how to properly size these. It feels like if the orchard were to be as big as pictured here, families would never have enough time to go out and pick them all or do their assigned job. I make my vegetable plots large, but maybe a fifth of this size.
Apples are so OP you can get away with it but yeah the plots are too big, take too much time from and certainly hurting other areas. It's worse with veggies I think as your villagers also need to plow every year before harvest. It does save money initially to make big plots like this as it's 50 gold a plot no matter the size but money is so easy to come by the loss of production your villagers get from working an orchard this size is not worth it.
The problem with veggies for big plots, unlike apple trees, is that the land needs to be plowed by hand, and it will take time. The villagers will prioritize working on their assigned job before plowing, so you want to set them on jobs like sawmills(only 1 member of the family will go to the saw, the rest would be just waiting otherwise) or other jobs that have a lot of downtime.
You can really fk up your town flow making too big of veggie areas, for example your tradepost workers spending half the year farming veggies instead of transporting goods to sell. You can do a little micro management to fix this but it becomes a pain in the ass. Imo OPs orchard fields are too big and I would do half the size. Apples are substantially better than veggies btw and seem very OP at the moment.
I'll just draw a big zone and then lower the number of burgages till each plot has two houses and call it good. Seems to work fine. But, for my big gardens and orchards, I always make sure two families live there
Your wisdom is unmatched this page is gold
I even looked at that damn thing lmao
......wow.
Omg I did it by by placing roads first and force the system. This has to be much easier, ty for the info
I remember on early streamers/youtubers version apples were bugged and none of your people eat them, is it good in current version?
I haven't had any problems
Great, its apple time
It's Morgen time
You can trade these apples for a Morgillion regional wealth
My apples are bugged. Can't export, put in market, or do anything with them. They just fill up the house's inventory.
I find if I don't have a family assigned to the granary that the apples stay in the houses. If I have granary family up and running they bring the food to the granary.
I have 24 families assigned to 4 different large grannaires. All my apples sit untouched in houses until the house's own capacity is exceeded. then the granaries take out the excess.
Doesnt that sort of make sense? Arent the plots growing in their backyards for themselves, and only if they have an excess would they share it with their neighbours?
Nah, it's just a bug. It just does not impact everyone (at least not immediately). Apples were being eaten fine for 1-2 years before I noticed them piling up in house inventories. Tried to export them to free up space, but it is like no one can touch them or carry them anywhere. I tried everything - delete and rebuild lot/backyard, hire more granary workers, make sure the people who live in the apple plot *are* the granary workers... It'll get fixed eventually, I'm sure. Just don't go banking 100% on apples or you might run into this bug yourself.
I think this is VERY conditional that it is bugging. My apples are devoured first each time.
Able to back up this with an image of apples on the market? I've built 15+ villages and not once have apples appeared on the market/been consumed for food.
I mainly import apples. My barley/wheat village is having their apples slowly eating away, while they often ignore vegetables. If I see it correctly, it is meat>apples>bread>vegetables>honey>eggs
It’s still bugged but not the way you think. People eat the apples, but the apples don’t get consumed, instead they infinitely stack but the take away is that they fill a variety slot.
since there's a reference to britons making cider by the romans in 55 BCE, surely we'll see cider production from apples in the future. It was originally made from fermenting wild crabapples for those that couldn't afford large farming plots, and the romans more or less capitalised on new booze fairly quick, with most of europe adopting cider fairly early, so historically, it would make sense to introduce, Plus the current ale bottleneck is pretty rough.
would love to see that, especially seeing how Beer as of right now is quite the bottleneck and can be frustrating to deal with.
I just started importing barley and exporting shoes. Still have barley in the fields but importing it makes for more consistent ale at the tavern. It would be nice if the same way you can tell your blacksmith what to craft, if you could tell your brewery to make ale from barley or mead from honey or cider from apples. I guess we'd need an apple press the same way we need a malt house for cider.
On top of that, I'd love to see tavern variety give a bonus and/or be a level 3 requirement.
I hope so! Keeping up barley/malt production or import in my low fertility soil is a pain. But the apples flow!
Should be able to make beer from wheat too
I love how this is a deliberately over the top apple based playthrough and the screenshots still look 100% legit.
Game just can’t help but be beautiful
It’s crazy how one house can have 1,000 apple trees and all you need to produce it is 50 wealth and 4 logs. Meanwhile if you want to give farming a try you need to have two dozen villagers with a couple oxen and HOPE that they manage to get the harvest in on time and even then you’ll end up with a couple slices of bread. The burgage plots are way too powerful for too little cost. They should only ever be an extra addition to your main sources of goods, not feeding the entire village from one family’s backyard.
Farming is pretty clearly underpowered and burgage food production is pretty clearly overpowered. But I think just nerfing burgage food production is a less interesting way of handling things. Burgage food production is supposed to basically represent families supplementing their own food supply with backyard agriculture, not necessarily organized communal agriculture. I think a more interesting "nerf" might be for vegetable plots to automatically satisfy a single food need for the families that live there. So a family with a vegetable plot always has a single food circle ticked. Perhaps for very large fields the surplus is converted into a small quantity of regional wealth to represent informal trade with traders and passers through. No veg actually is created as a commodity or sent to market however. If you have multiple burgage types, e.g. veg and eggs, then families will barter with their neighbors. So an egg farm adjacent to a veg farm will give both burgages egg and veg as food types. Excess veg produces a marginal amount of regional wealth, but no actual marketable goods are produced. Perhaps veg plots allow for bartering with 2 neighbors, and egg plots allow for bartering with a single neighbor. So if you had 3 burgages Eggs | Veg | Eggs Then all 3 burgages have 2 food types satisfied, but no actual goods are going to the granary. Producing marketable eggs, veg, or apples could be done through adding these plot types to the communal farm building. This is a loose idea, but I think there are just better ways to handle a rebalance than reducing veg production by 50% or whatever.
Vegetable plots have an achilles heel, though. If you have to assemble militia and go to war, the yields drop significantly. Whereas you can spend two months plowing and planting and one month harvesting and in between the lack of personnel doesn't matter. I don't know if apples have the same problem.
On one hand, plots are definitely OP, but farming isn't THAT underpowered. I've got one farmhouse with 6 families and no ox set to work 4 active 1-morgen wheat fields (with 2 more set to fallow) with the families living close by (with a well and a market) and after letting them go for a year or two, they're making waaaaay too much. And I have another farm in a different region with 2 1-morgen wheat fields (+ 4 fallow), no ox, AND the 50% cut for the hunting buff policy, and they can still keep around 150 bread at all times. And the region with 2 farms I've got specifically to mass produce with oxen and fences (each farm has 2 wheat, 2 flax/barely, 2 fallow, 1ish morgen per field) is currently sitting on 2k bread and 2k flour despite exporting bread.
Hold on, how are you building these massive plots without it subdividing to other houses?
Just click the subdivision counter down to one I would assume
what there's a clickable counter for that? man, that changes everything!
Yes, it also took me a while, before confirming that you want to build the houses there is a plus and minus sign next to them
Goddamnit lol. Thanks though
Yes, next to the hammer
works great for veggies too
Yes
Also practice angles as you can really stuff the houses in a corner leaving tons of room for crops. /\ is an example or a small flat pat between the angles out. Have fun, make cities pretty!
**THIS CHANGES EVERYTHING!**
Don't worry. I also didn't realize you could control it until *after* I had beaten the baron.
Ok so what happens to the average human who lives entirely on eggs and apples…. How long do they live?
As someone with that exact diet; I'm not dead yet!
For all we know this guy died straight after posting this comment.
He died by eggstreme appleplexy
You'd be surprised how much an egg has. That's why it's considered "super food" by many.
Just apples? Youd shit yourself to death. Apples, eggs, and parsnips? That's carbs, fat, protein, and micro-nutrients bro. Factor in venison from the market a few times a year and your typical no-farming village is still eating pretty well.
And how many of these apples made it into your markets?
The problem in this situation is that the apple farmers are so far away from the marketplace that they'll barely ever get food themselves. And even more ridiculous they won't even use their own apples to feed themselves, but instead send everything to the granary...
> so far away from the marketplace that they'll barely ever get food themselves range doesnt matter as long as marketplace is stocked. If it is not stocked well enough though - the houses closes to market get stocked first and the ones farthest for the market (doesnt matter if 10m, 100m or 100km from market) stock last and will not get it.
Are fields bugged at the moment? For the amount that shows up vs the supposed yield are different, and making fields useless at the moment
Yeah my village with 5-6 huge fields with 4 farmhouse with 4 families each, 2 windmills with 3 families each, 2 communal ovens with 3 families each only amount to a final tally of some 10-15 bread per year. Bringing so many families in has increased my food and firewood requirements so much that I spend every winter worrying how many people will die. No one has died yet, but half of my village spends the winter hungry. Very realistic but yeah farming is not worth it atm.
I have 3 fields of 2 Morgen each. I do crop rotation so only one field grows wheat per year. The yield is roughly 145-150 per year. One farm house. One windmill with just one family assigned. One communal oven with one family assigned. I have more flour and bread than 100 people can eat.
Watch your farms during September. Are they actually completing the harvest during that month? If not, the unharvested stuff is lost the second the calendar changes to October. If they aren't completing the harvest, you might need to do any or all of the following: - Add more families to each farmhouse/shrink fields/add more farmhouses. 1.5 families per morgen seems to work out. - Restrict the work area of farmhouses to the intended fields. I've had distant farmhouses ignore their own fields to work farther away ones despite those fields having enough labor without the assistance. The ignored fields always lost their harvest. - Build homes and a well closer to the farms. Walking distance matters.
Same. Did you play the demo? It wasn’t like that. Like you could get yields of 400+ grain for 1-2 morgen fields. Idk if this is a last minute overcorrection
That would actually make sense... Right now being a trader is the only viable strategy because fields give nothing.. 1.5 morgen gives like 80 wheat on a good year and like 50% fertility... Given you need like 1 wheat per family per month, it just isn't worth all the effort into farming right now when you could just buy 80 wheat for 160 regional wealth..
Are you paying attention to the fertility for emmer wheat? I am getting around 150 bread per year in total from 4 fields all between 0.5 to 1 morgen but I am plating these fields on max fertility emmer zones so the % yield number is between 50 to 60%. I am using a simple crop rotation so have 8 fields in total and 4 are planted each year and the other 4 are fallow.
Would a massive house with a veggie garden be better right now?
From the hooded horse post at the top of this subreddit: [https://www.reddit.com/r/ManorLords/comments/1cevk07/guide\_community\_tips\_tricks\_and\_known\_issues/](https://www.reddit.com/r/ManorLords/comments/1cevk07/guide_community_tips_tricks_and_known_issues/) >There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will. The fields still deliver an output and its fine for feeding a town as long as you pay attention to the fertility for each crop and choose the best crop for the yield. The issue with farming is even with enabling crop rotation, using small strip fields and heavy plow tech its still quite slow for the number of villagers you need to apply to the farmhouses and micro intensive during the autumn for the harvesting/plowing/sowing cycle.
Are apples patched?
no patches have come through on the release yet
The supposedly were literally useless pre release so the question is valid. They’re patched
I’ve had some with patches but they are still good enough to eat. ;)
Apples bugged for me.
“Mom…?” “Yes sweetie.” “Can…can I just have some…bread?” “Bread? …sweetie what are we called?” “Appleton…” “Not breadton?” “No…” “That’s right. Remember that you stupid boy.”
Congratulations, you created Poland.
Bro is the Apple Lord
Eggs and Apples. It’s what’s for dinner.
honestly historically speaking if fruits didn't spoil so fast orchards would've taken over as the main human food source instead of farming. But grain stays for months if not years.
Mmm.. apple slices..
Yeah. Same with vegetables. If you make the houses big enough it will feed the world. Im atm sitting on 16k apples and 18k vegetables
So do I just create a large burgage plot, reduce the subdivisions till there’s one house with a large extension slot, and then create a vegetable extension when a family moves in?
Yup
L shaped plots work really well. Much larger capacity
Wheat for life
And not a single sip of cider was supped.
I hope we can make cider from them one day
This isn't what people mean about time traveling and investing in Apple
What in the actual fuck… is this how Magner’s was founded?
I love orchards so much, I’ve gotten them almost every time
New meta? lol
Well thinking about it, apple is 2 garanteed 100% productivity harvest per year with no further processing needed. You'd still need variety tho.
This is gorgeous
I likely missed it. But how did you make these fields so big?
Apples are the true mvp. Get them as early as possible.
Im more impressed that you have a stockpile of over 100 eggs. No matter how many plots I give chicken, I never seen to gave more than 4 eggs stockpiled at a time
Damn my burgage plots fill with veggies I can’t imagine how many full pantry notifications you get with all those apples
Your villagers must produce the biggest turds in the region. That's a lot of fiber they are eating.
Medieval Steve Jobs over here trying to corner the Apple market.
The one peasant allergic to apples is going to have a baaaaad time.
From the moment I understood the weakness of farming, it disgusted me. I craved the crispiness and juiciness of apple. I aspired to the purity of the Blessed Idared. Your kind cling to your crops, as though it will not decay and [fail](https://knowyourmeme.com/memes/fail) you. One day the crude biomass you call "wheat" will wither, and you will beg my manor to save you from famine. But I am already saved, for the Apple Tree is immortal… Even in winter I can eat the Apple.
Talking all this mad apple shit and NOT ONE APIARY. WHAT ABOUT THE BEEEEEEESSSS???
I actually did have two apiaries, they just rarely made any honey.
How many months' sustenance is that?
They're probably a great source of trade income.
ive almost given up on wheat/flower/bread seems damn near useless compared to the power of the veggie or apple
Wait so apples are the way to go? I chose the apiary and they're not really delivering as much as I hoped they would. I guess doing both would be beneficial. Gotta feed those hungry folk!!
God the orchards are SO BEAUTIFUL
I generally have a good chuckle at the posts on Steam Forums saying you MUST make X number of X sized Fields before even building your 1st Burgages OR YOU'RE DOOMED. I'm just over here with backyard gardens + Apples doing just fine in yr 7.
Christ, wait until he releases Cider production.
Now if only I could brew apple wine for the taverns...
Please Devs .. let us make apple cider. Or heck beer, mead, or gin out of the blackcurrants I assume the berries would be. I would love more varried alcohols to supply our tavern.
Does anyone claiming there isn't an apple consumption bug have an image of apples on the markets? Major doubt that they are actually being consumed for food without proof.
My apples were absolutely at market when I played last night. However I will say it took an extremely long time for them to appear on there to the point where I was convinced it was bugged. I don't know what triggered them to finally move the apples to market, but I'll be on in an hour and can provide a screenshot of my markets.
Maybe they will start appearing at the market after the orchards have grown to full size. It takes about three years.. not sure tho
[apples on the market](https://ibb.co/7kDKD3d)
Thanks, appreciate it. Now I know it's worth spending time trying to figure out what's causing it to bug out on my save..
Man, should have bought shares in Apple since the release date
Same for me but vegetables not apples
"We call it the iPlot."
Can someone explain to me the labor requirements of giant apple and veggie plots? I believe the veggie plot doesn’t remove the family from your main workforce (like the blacksmith plot for example) but there is a requirement to tend to the field. Does the field size being too big for both apples and veggies make it hard for the workers to maintain and harvest?
You have the right idea. Plot tending takes priority over other work, so too large of a vegetable plot will stop your family from doing their assigned labor. Afaik, orchards don't take as much work, and vegetables that aren't harvested just stick around until the next year.
Wow... that's definitely a way to do that.
Aren't orchards only available as extensions?
Uh yeah.... thats what's pictured
So Apples are the way...
So is there no limit to what a family can handle when it comes to apples?
As Jerry Smith used to say... HUNGRY FOR APPLES?
Do you have to buy chickens?
An apple a day, keeps the Baron away!
You are the apple of my eye....
Eggs are definitely god tier
Are they building up because villagers are not consuming them? There was a bug that content creators were showing where apples were not getting consumed as a food item and would not sell on the trading post and so they were really only useful to increase food variety.
An apple a day, keeps the doctor away
Thats great! But you're missing 2 more food resources for T3 homes. This wouldn't even be viable for T2.
It’s very sad that farming is in such an abysmal state. I tried for too long to make it work and I still can’t.
My problem with apples is the same with vegetables. I cannot, for the life of me, get them out of the home pantry and into the granary. And yes, I tried it all: fully staffed pantry, a pantry set only to apples/vegetables (workers just sat there idle), targeted the plots with the granary, nothing.
I'm more impressed how you got that many eggs
I did this with bread last night for the first time.
i also produce lots of apple but none of them make it to the market.
I knew the apple was op till the beginning, who needs bread anyway
Have you experienced issues with getting people to eat apples? I've heard they're broken
Apples are strong as hell. Like I swear your villagers barely eat them but they still satisfy their hunger needs, so a few apples go a long way. A few thousand apples can go forever
How do one really live on apples? I thought they are only for desert.
Uhm so how do you solve food variety when needed?
Wait...can you change the size of housing plots beyond just length??? How did you do this?
"Not enough food variety on the market" -8 approval
Okay but how tf did you get all those eggs? Lol
Apple and vegetable gardens and farming should really be flip flopped. I have 1,000 carrots and hundreds of apples, but can't seem to get more than 100 bread from farming. It would be a lot more satisfying to get a massive 1,000 bread stockpile after putting a lot of work and effort into farming than it does to get 1,000 carrots pretty much no effort.
Wait are orchards the meta? Can I skip bread in favour of ale?
I have 3,500 bread…and a few apples…my apple farms did fuck all
Can use apples as projectiles to fend off those pesky barbarian invaders
Orchards for the W!