Welcome back to Manor Lords! This is Episode 3 of our playthrough on the High Peaks map, using custom Normal-mode settings, and set in early spring as the settlement begins to properly expand. In this episode, we revisit several mechanics from last time — including the realisation that pelts have no local use and must be traded, prompting early trade route adjustments and a rethink of regional wealth management.
Much of the episode focuses on early farming and food security, as we lay out our first serious crop fields, experiment with rye and barley rotations, and build a dedicated farmstead community complete with housing, wells, and a windmill. We also begin integrating livestock, watching sheep finally start to reproduce, and exploring how wool, yarn, hides, leather, and clothing production actually chain together — with a few dead ends and learning moments along the way.
Alongside farming, we expand housing, upgrade burgage plots, manage labour shortages, and start laying the groundwork for bread, clothing, and future beer production, including bakeries, a tannery, and a tavern. There’s plenty of real-time problem solving as we juggle food variety, approval requirements, trade costs, and seasonal timing — especially during the first proper harvest.
This episode is slower and more exploratory, leaning into learning Manor Lords’ systems as they unfold, mistakes included. If you enjoy organic city building, early-game planning, farming layouts, and watching a medieval settlement slowly take shape, thanks for watching — and I’ll see you next time as we push further into production chains, population growth, and expansion beyond our starting lands.
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