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Tag: Manor Lords

  • Manor Lords Players Can’t Get Families To Stop Being Homeless

    Manor Lords Players Can’t Get Families To Stop Being Homeless

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    As its name suggests, Manor Lords is a city builder about managing a medieval village. You help it grow, fight off bandits, and eventually take part in larger military campaigns. But none of it amounts to a hill of beans if you can’t get families to move in and help your society grow, and some players seem to be struggling on that front. “I have houses, the homeless people won’t take them,” one player wrote in the Discord. “Approval is NOT the issue here. I was at 90% before the homeless people arrived.”

    The most-wishlisted game on Steam ahead of its Early Access launch today, Manor Lords has exploded to over 150,000 concurrent players without even including all of those playing through Game Pass PC. That pushed it ahead of Helldivers 2 in terms of total current players and made it the top seller on Steam in front of Counter-Strike 2. All good news for the developers at Slavic Magic and their publisher, Hooded Horse, and all of it apparently contributing to a record number of unhoused peasants.

    Screenshot: Slavic Magic / Hooded Horse

    Players start off with just a few groups of villagers, some basic resources, and a single ox. At first they work in camps to harvest resources and make lumber. Eventually they are supposed to move from the camps into homes players have built with them, leading to a virtuous cycle of industrious workers, expanding villages, and satisfied populaces. Except that some players can’t seem to get their serfs to oblige. It sounds frustrating, but also hilarious.

    “So I’ve build my first couple of houses but families don’t move in,” wrote one player on Steam. “Instead, I still get the homeless warnings…” Some are wondering if it’s a bug. “I ALWAYS have 5 people who are constantly homeless, despite me having more than enough burgage plots I can’t do anything about it,” wrote a player on the Manor Lords subreddit. “I swear to god I encountered some bug, my 5 original families do not move into the built burgage’s, but any new family that comes to town has moved in, so now I have 4 families moved in and 5 homeless, even though I HAVE enough burgage and half is empty,” a third wrote on Discord.

    Screenshot shows players talking about homelessness on Discord and Reddit

    Screenshot: Reddit / Discord / Kotaku

    So what’s going on here? Are there gremlins in the Manor Lords Early Access code, or do players just need a few days to figure out the nuances of the realism-driven management sim? “We’ve seen the same reports,” Hooded Horse spokesperson Joe Robinson told Kotaku in an email. “While on the surface they can appear to be the same top-level issue, there are a few things that could be going on. Some are by design, but others are connected to known bugs that are already being addressed.”

    One current cause of homelessness is a known bug that prevents burnt-down homes from being rebuilt. Another more devilish glitch is that upgrading the starting family camps will cause them to never move to nearby burgage plots until you demolish the camps. Finally, even if you solve the homelessness issue, the corresponding negative modifier can keep hanging around for a bit. “We’re investigating a possible bug where the malus outstays its welcome, so we’re not sure on that one,” Robinson said.

    This is just the first day of Manor Lords’ Early Access journey as player feedback helps Slavic Magic deliver on the ambitious promise of its medieval strategy game. I’m sure players will discover even weirder bugs and idiosyncrasies as they try to unravel what makes Manor Lords tick and I can’t wait to find out what they are.

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    Ethan Gach

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  • Manor Lords Early Access Review – Strategy Game of The Year Candidate… In a Few Years

    Manor Lords Early Access Review – Strategy Game of The Year Candidate… In a Few Years

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    Manor Lords Review on PC

    I haven’t been hyped to try a city-building game for years, ever since my Frostpunk obsession died down. Now, the review copy I got of Manor Lords has reignited my passion for them, though the fire is still low.

    A single person is developing the game, and it is still in early access, meaning that it has a ways to go before we get to experience all its features. Considering how recently it entered it, we might be in for a few years of wait. Whatever it may be, we aren’t gonna talk about what the game might look like in the future. Instead, let’s see what’s so good (or bad ) about it right now.

    The most important aspect of Manor Lords is city-building. The placement of roads, fields, burgage plots, markets, and many other structures is customizable, giving you all the freedom you need. This flexibility allows you to make truly medieval-like towns that don’t look like they were designed by Manhattan’s city planners.

    However, most buildings do have a predefined plot shape, but it’s not like you’d want your forester’s hut to be a five-story mansion anyway. Also, the logistics and the resource management needed for building add an extra layer of complexity. This part is very well balanced and not in the least crazy, like in Europa Universalis, for example.

    Another thing you’ll have to tinker with is agriculture. Unfortunately, it’s very unbalanced at the moment. The difficult part is that you have to find fertile soil for specific types of crops, work the land, harvest it, and everything else that goes with that. However, you’ll quickly realize that you can import everything, saving you time and resources and, in turn, making this whole part of the game redundant.

    Talking about trading—yeah, it’s OP. It’s also what makes the game boring at times and made me start another save where I’m not going to trade at all. Otherwise, I’d just speedrun town development until I reach about 30 burgage level 3 plots and then start conquering with my infinite supply of everything I earned by trading away roof tiles, coal, eggs, and other random things I manufactured.

    Now, with all the gold I accrued with trading, it’s time I start paying mercenaries and taking over land, right? Well, the conquest part of Manor Lords is simply bad. Still, the game is in early access, and I’d say city building was the main focus of the dev, so I can’t blame them too much.

    However, I have a huge problem with diplomacy. You can’t do anything but exchange pleasantries and declare wars and peace. Like everything else, it is a WIP, but it might be the lowlight of all the strategic aspects of Manor Lords.

    Combat is also very far away from being Total War-esque. There are no generals, cavalry, or advanced combat systems you can exploit. I don’t know. Maybe the TW games have spoiled me too much at this point, but combat is the thing I like doing the least in Manor Lords.

    I do enjoy that your own townspeople go to battles, making you concerned for their lives (something I’m yet to feel for my Dreadspears in WH3). This makes you want to strategize, but again, there isn’t much of that yet.

    What’s also cool about Total War games is replayability. Now, know that I’m the type of guy who has played 100+ WH2&3, Rome II, Shogun, and Three Kingdom campaigns in the last few years by using only five factions in total. So, having the same start and fighting the same enemies doesn’t really bother me. 

    The real issue is that when you reach critical mass, there is nothing to do anymore, and the same is true for Manor Lords. The thing is that in Total War, you need at least ten hours for that, and in this game, you need at most two, making replayability extremely limited. The only way I’ve managed to convince myself to make new saves is by making up custom challenges for myself, such as no trading allowed.

    Now, you’re probably wondering about the graphics, music, and world of Manor Lords, too. Well, the graphics are stunning, though costly. Therefore, I suggest locking your FPS to 60 to save on your GPU’s resources while keeping everything else as maxed out as possible. The music will for sure place you in that medieval groove, but it’s somewhat repetitive.

    Finally, the world and the map are beautifully designed, but there are improvements to be made. The most important ones are more factions, a bigger map, and fewer out-of-the-map locations such as traders. It instantly breaks the immersion, and that’s what this game is all about.

    So, to conclude, Manor Lords is probably the future of medieval RTS games. However, that future is still a couple of large hourglass flips away. The early access version is fun for the first 30 hours or so, but after that, you’ll probably be jumping right back into HoI IV or whatever strategy game you were playing before you jumped into Manor Lords.

    Manor Lords

    Manor Lords is probably the future of medieval RTS games. However, that future is still a couple of large hourglass flips away. The early access version is fun for the first 30 hours or so, but after that, you’ll probably be jumping right back into HoI IV or whatever strategy game you were playing before you jumped into Manor Lords.

    Pros

    • Natural and fun city-building
    • Amazing graphics
    • Engaging economy and management
    • Worth trying on the Game Pass

    Cons

    • Still in early access with a lot of bugs and missing features
    • Combat is lackluster
    • Diplomacy is non-existent
    • Low replayability

    A copy of this game was provided by the publisher for review. Reviewed on PC, Xbox.


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    Aleksa Stojković

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