It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
So, in this subforum there's a lot of threads about tips about the economics of Lords2 where basically grain=win. But I still don't found any threads about tips on the first game, and I'm kind of having a little trouble feeding my own people.

First I tried to use the same strategy as Lords2, use grain only, failed completely, while everyone was expanding I was still trying to feed my initial county. Then I tried cattle only, while somewhat better, my population is at 2241 and the cattle can only feed 1000, so It's constantly at Half ration, the most obvious solution would be to conscript some troops right? But this brings me to another problem, the industry part of the game, it takes a shit ton of seasons to make one ton of iron, and then convert it into weapons for soldiers, for me it seems completely useless trying to manufacture things yourself and insteand just buy it from the merchants or just hire a mercenary army.

And then there's the castles, does it give any bonuses other than defense? Like the tax revenue boost from Lords2? Because I think I read somewhere else they don't give anything other than a defensive position. Which is a great letdown because, THEY COST A SHIT TON OF RESOURCES, I mean, something like 25 tons of stones and 10 tons of wood? How am I supposed to manufacture that all? I can't even make one ton per season. But the IA... the IA always seems to asspull these resources to build a shit ton of castles, even before the first year ends some random IA opponent starts the construction of a castle (Hasty bastards) and the next year they seem to always gather all the resources necessary.

So, any tips please?
Post edited April 08, 2018 by lwcasss
This question / problem has been solved by wpeggimage
avatar
lwcasss: So, any tips please?
1) Take something for stress :). It's just a game, and this particular game takes a pretty hefty dose of luck at the start of it. If the first 5 turns absolutely screw you, then you might want to restart, at least until you're confident enough for the challenge.

2) There are different "phases" of the game, and at the start phase you are correct in that mining / foresting / etc. are not viable. Neither is building an army from your population, you need them just to keep your economy going. Right now you need mercs, and merchants. Firstly you want to hire a good squad of mercs, ideally something like 100 swordsmen (luck dictates when you get this chance). These guys can crush any peasant resistance, and probably bag you about 4 new counties before they're washed out. The important thing is to minimise losses when fighting then enemy. The overlay you want up is the Heart overlay, this shows the enemy confidence. When that drops to zero, the enemy will run away if they aren't fighting. This means that when that morale hits zero, the best thing to do, and counter to what you'd think, is to move your men back a step. This releases the peasants to leg it, meaning you don't take losses needlessly wiping out the enemy. Sometimes with multiple groups of peasants you need to do this once per group, as they hit zero.

3) For your first few shires, especially your starting one, eventually aim to have a varied food production, but make cattle the bulk of it. To start with you need to ditch the grain (I think you're forced to take in the first harvest, then move completely onto cattle and sheep. The most important thing is to get as many sheep in as possible before the spring turn (and on no account must you ever eat the sheep). This is tricky, as the flock you have is not self sustaining, once you've got enough cattle to cover your feeding needs, invest the rest in sheep (for both cattle and sheep, you need to buy more, the starting herd & flock are not enough), you need enough that the spring "boost" covers your losses during the other seasons. Why do you need the sheep? For the wool. Every spring you get equal wool for each sheep you have. In the early game wool sells for about 25, so with 20 sheep you're looking at a topup of 500 every year, get that flock up to 50 and you're going to get enough money in to fund the mercenaries from 2).

Every turn, balance out those sliders so there's just enough, make sure you're always growing your herd and flock (spread them out so there's 2 animals per field), dump the rest into serfs (this may seem pointless, but there's an invisible meter for field reclaimation, and every additional serf is moving that in the right direction. At some point you might want to stick in a grain field or two, it's not dependable enough for a food source on its own, but can act as a useful top-up, and means that when you exceed your food limit you don't enter the death spiral where you're eating your cattle, thus reducing your dairy output, thus requiring you to eat more cattle. It is also useful to be able to send it off to a run down county that you take over.

4) Expand early, this is why you might want to restart if you get some bad luck. It should be apparent how important your wool income is, so imagine if you had 4 shires, that means 4x the income. So throw caution to the wind, and your mercs at the peasants. Get about 4 shires before bothering to defend them, hopefully you're far enough away from the enemy that you won't be attacked for a while yet.

5) Once you're up to 5 or 6 shires, and have nursed them all to good health, you can start producing some iron, wood, and eventually weapons. By this point you should have the excess workers that you're able to do this. The important point is to dedicate each shire to production of one, at most two resources, the experience modifier is huge, and far from taking 10 turns like at the start, I've had shires that produce 2 of a resource each turn but it takes time to build up. You eventually want to be producing proper troops, the mercs are good for early expand, but cost a fortune to maintain. Use mercs to charge the enemy, and your regular troops to clean them up.

6) I didn't bother with castles, as you say - they cost too much. Instead I just countered the enemy with my own armies. When it comes to beseiging castles, build trebuchets, and only trebuchets. You can position them as far out as possible while still hitting a wall, and within 4 turns you'll have defeated the castle. For this reason there's little benefit in trained soldiers while seiging (you need some otherwise the enemy will just attack you), the bulk of it should be peasants building the trebuchets.

7) by the mid game you're pretty much unbeatable, the enemies will gradually fall, and you'll find that the micromanagement of your shires is the biggest problem. Don't appoint the guy to look after them for you, he does a terrible job. There's a definite tipping point to the game where you'll have enough behind you to just stock up on men and fortify your advantage before pouring out and destroying them.

Hope that helps :)
Post edited April 09, 2018 by wpegg
So castles only work as defensive positions, no tax boost? And how is the IA building castle with like, one county? Does they literally kill theirs food/industry by buying a lot of resources and trying to build a castle at the start? Or they just get some hidden bonus?
avatar
lwcasss: So castles only work as defensive positions, no tax boost? And how is the IA building castle with like, one county? Does they literally kill theirs food/industry by buying a lot of resources and trying to build a castle at the start? Or they just get some hidden bonus?
I'm not sure about the tax boost from castles, even if they did, I still think compared to the amount you put into building them they're not really worth it. As for the AI, I'm pretty sure they don't play by the same rules as you. They can put together armies and build castles way faster than would be possible for a human player, they must be getting a significant advantage in resources.
Taxes and castles are unrelated in LOTR1; castles are defensive-only, unfortunately.

The only thing that affects tax rate is raw population and tax rate. You can adjust your tax rate from the third button on the bottom menu. Each 5 gold increase/decrease to the tax rate (per 100 population) affect seasonal happiness of all your counties by 1.

---------

Here's some industry related statistics:

Miners start at 12% efficiency, and increase by 12% each season, thus they need 9 seasons to reach 100% efficiency. A unit of iron takes 1000 worker-seasons (worker x season x efficiency) to mine.

Quarryers start at 15% efficiency, and increase by 15% each season, thus they need 7 seasons to reach 100% efficiency. A unit of stone takes 750 worker-seasons (worker x season x efficiency) to mine.

Foresters start at 18% efficiency, and increase by 18% each season, thus they need 6 seasons to reach 100% efficiency. A unit of wood takes 500 worker-seasons (worker x season x efficiency) to cut.

Armorers start at 9% efficiency, and increase by 9% each season, thus they need 12 seasons to reach 100% efficiency. A unit of armor/weapon takes 1250 worker-seasons (worker x season x efficiency) to smith.

If you put 250 workers in each industry from initial efficiency:

Iron: first unit after 8 seasons, thereafter a unit every 4 seasons.
Stone: first unit after 6 seasons, thereafter a unit every 3 seasons.
Wood: first unit after 5 seasons, thereafter a unit every 2 seasons.
Weapon/Armor: first unit after 10 seasons, thereafter a unit every 5 seasons.

----

Work balancing your counties can a bit a of a chore. A trick to speed it up is to use the second county screen instead of the third to balance your workforce, clicking the dairy/farmer/sheepherd row will fill them out with your excess workforce with one click.
Post edited April 11, 2018 by primadog
Some excellent replies on this thread, but I have to add one thing about Wool: It's very bad at long term.

The money you get from it (starting from about 23 gold) reduces slowly little by little as the game goes on, eventually reaching 7 gold by late game. This is because merchant adjust prices of all their good according to supply in demand. Since they only ever buy your(and the computer)'s wool, and never sell it, price always goes down.
Post edited May 10, 2021 by UndeadHalfOrc
Just want to add that some of the info above has been HUGELY helpful re Lord of the Realms I, a game I played MANY years ago and had forgotten HOW to play. lol

In short:

Early Game
Sell wool to hire Mercs
Begin acquiring cattle to produce dairy to feed

Mid Game
Have multiple counties developing Miners, Quarry, Lumber and Armorers
Divest of grain and rely solely on cattle for feeding purposes

Late Game
Divest of sheep and expand cattle/dairy to feed your populations
Sell excess iron etc to finance everything (replacing sale of wool whose price has dropped too far)