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Manor Lords
Opis
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and e...
From city building to grand strategy, turn-based tactics to RTS, see more strategy games from Hooded Horse.
Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.
Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy in order to make the world feel more authentic, colorful, and believable.
Manor Lords provides a gridless city-building experience with full freedom of placement and rotation. Building mechanics are inspired by the growth of real medieval towns and villages, where major trade routes and the landscape influenced how settlements formed and developed.
Spreading outward from a central marketplace, build your residential, commercial, and industrial districts following the natural lay of the land. Establish farms based on soil fertility, position hunting grounds according to animal populations, and ensure access to adequate resource deposits and forests to provide the raw materials needed for growth.
Assign areas for housing and watch your residents build their homes in accordance with the historical burgage plot system. Each area will be subdivided based on your roads and the allotted space, and homes will scale accordingly.
Build extensions behind larger homes to generate resources that would not otherwise be available. Homeowners don't just pay taxes – they grow vegetables, raise chickens and goats, and otherwise supply themselves and other townsfolk with essential needs beyond what your managed farms, pastures, and industries can provide.
Guide your settlements through the unique demands and opportunities of each season, enjoying the bounty brought by spring rains and preparing for the harsh snows of winter.
From boots to barley and hides to honey, Manor Lords features a great variety of goods fitting of the era. Materials need to be transported and processed into finished products through production chains, and you must balance the basic needs of your people against the desire to produce luxury items to ensure happiness, manufacture trade goods for export, or forge arms and armor to aid in your conquests.
Resources are littered across the map, encouraging you to expand and establish multiple specialized settlements. Extract valuable ores from your mining colonies, while villages devoted to agriculture, herding, or hunting supply the grains and meats needed to feed your growing populations. Will you spend your hard-earned influence to first acquire a rich source of iron for your smiths, or will you prioritize regions with fertile soil to serve as your breadbasket?
Unchecked expansion will have a direct effect on the environment. Herds of deer will migrate away from encroaching civilization, lack of crop rotation will worsen soil fertility, and cutting down too many trees will result in deforestation.
Establish trade routes and sell surplus goods to traveling merchants to enrich your population. Manufacturing and exporting a variety of goods will provide wealth with which to upgrade your peoples’ homes, import goods you can’t produce yourself, and through taxes on said wealth, fill your own coffers.
Yours is but a small parcel of land in a vast territory, and the competing ambitions between you and rival lords will inevitably lead to conflict. Lead your people into battle, not as expendable units to be easily replenished, but as your beloved loyal subjects where every death is a cost worth considering.
Train a retinue of skilled warriors to fight battles alongside the levies you raise from the town militia. At times these soldiers will be needed to suppress banditry, and at other times you will lead your men into battle to conquer or defend territory. When needed, mercenaries are a costly option to bolster your ranks. Will you raise the militia at the first sign of trouble, bringing your economy to a stand-still as your peasants pick up arms and rush to form ranks, or will you spend your personal wealth to hire bands of sellswords instead?
Command real-time tactical battles, taking into consideration fatigue, weather conditions, and equipment. Position your troops wisely – a smaller force can defeat a larger enemy, if commanded well.
Feel the cost of battle, even in victory, as each fallen soldier represents a lost person from your city.
This game is a passion project started by a solo developer, grown through player support into a full team of passionate individuals ranging from programmers and 2D artists to Game and Map Designers. You can reach out to us and share your opinions, ideas, and criticisms – we listen to your feedback.
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This game is in development but already costs $30 so I am reviewing it as a full game:
Not much content for the price - 3 very similar scenarios, 3 maps, no campaign mode, scenarios are basically a sandbox with an optional goal that you may or may not pursue. Many features are still missing, such as most of the development tree.
Beside that, the game seems to me very unbalanced: Imaginary outlaws stealing all your tools in the first few months of playing, when you don't have a realistic way to prevent that. New families not wanting to move in to your village first several months because you had homelessness in the beginning - again something you can't avoid. Then you can't upgrade a burgage from tier 2 to 3 because there isn't enough food variety despite there being 4 different types of food in the nearby food stall, or you can't upgrade because the local church is randomly not serving some of the few houses built around it. Granary workers building two stalls in one marketplace instead of building one stall in each of the two marketplaces. And my absolute favorite: granary workers refusing to stock more than 2 types of food in the food stall despite there being 5 types of food in the granary, preventing you from upgrading burgages - so you have to demolish the stall and let them rebuild it.
Despite all that, the game is somewhat fun and has a lot of potential. It just desperately needs more work.
Clearly, with this being Early Access, it's not going to be perfect, nobody should expect that, but I was honestly surprised by how good this game is, can't wait for the full release.
Understandably, it does have some issues and some things aren't finished yet (WiP), but the makings of an amazing game are already in-place.
I marked it as 4 stars, because it's not quite there yet and the Accessibility Options have caused me a few problems. Not having great sight anymore, I LOVE that the UI can be scaled, however... I cannot scale it above 1.2, or things start disappearing off-screen.
I can just about manage with 1.2 scaling, so it's not a huge issue for me, just thought it best to point it out in case others have similar issues :-).
Overall, even with th unfinished game and the issues, I'm hooked.
So glad I decided to invest in this game, looking forward to seeing it fully-realised :-).
I'm still learning how the game works, but I'm loving the game so far.
The attention to detail is amazing in this game. The sound design, the game's atmosphere, pacing, what you can and cannot do, settlement progression... Everything seems carefully tuned to express the feeling of being in the medieval era.
But here goes a few of my constructive criticisms:
- Work a bit on the family's npc collision (sometimes the family member stays still just because there are other npcs in the construction area);
- "Where is the lord?" Having ourselves as the lord wandering around the village/settlement giving orders or just managing would be a nice touch;
- Family "join likelyhood indicator"? The approval system is cool, but we never know when a new family is coming;
- Construction lot improvement for the homes. If by mistake, I forgot to designate a place for the courtyard, I have to destroy the whole house and redefine the lot and rebuild it from scratch again. Having a button to "add" a courtyard for an existing home would be nice;
This game has so much potential, and Is already a realy fun play yes it has some bugs but thats to be expected in a game under developement. Highly Recomend 4 stars
This game is waiting for a review. Take the first shot!
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