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Top 5 things I wish were in Manor Lords Early Access

Playing Manor Lords I rekindled the joy of playing medieval city building strategies like Stronghold, Settlers and Total War. Comparing those titles inspired me to come up with five things I wish were in Manor Lords early access.

Top 5 things I'd like to see in Manor Lords Early Access

Before I present you with my Manor Lords' ideas for future updates, I should mention that developer Slavic Magic has been very clear about what this game is about—mainly. a city builder game with battles as added value. Having said that, I still expect more from Manor Lords.

5. Family connections in Manor Lords

Families are a big part of the game, as villagers are organized into households that work the same jobs. Although this is very realistic, it made me long for similar options for my avatar. I wish I had an a chance to arrange a wedding (as long as this is true love, of course) and thus expand my country. The marriage would give me options of have children and use them to rule regions or become generals to fight instead of me (auto combat). Also, it would allow for a dynamic sandbox scenario where kids continue my avatar's rule.

4. Less micromanagement

I understand that micromanaging is part of the city building experience, but controlling everything quickly becomes a chore. This problem can be easily fixed by special orders that would automate work. For example, I would like to give orders to workers in buildings such as “do not work in (months)” or “stop when (number of items).”

For example, picking barriers is seasonal, and having villagers twiddle their thumbs during winter is not a good idea. Instead, I have to double check all important buildings for each season and move workers. A drop-down menu with orders for each type of structure would make governance much easier.

Related: Best ways to improve influence in Manor Lords – 5 Tips and Tricks

3. Business needs an overhaul

Screenshot of Pro Game Guides

Trading in Manor Lords early access is broken. I imagined business as a way to buy things that I cannot create myself while selling selected products that are interesting to the buyers. Instead, trade is a way to avoid producing large quantities of goods because it is easier to buy them. I found it easier to spam merchants with multiple items to get enough wealth to buy everything you need.

I understand that the developer wanted to allow players to differentiate production between territories, but it broke the game concept. For example, I will import clay cheaply and export roofs for more money than I ever need. For that I'll buy mercenaries, weapons, beer, clothes—you name it. Having commercial work as an actual cheater discourages players from building most structures. Why would I invest in farms and mills when I can buy flour cheaply? In fact, I don't even need flour because I can buy bread!

2. Castle design

Castle design is coming to Manor Lords, but currently it is not available in the early access version. I expect to have options that are more than just cosmetic. As a big fan of Stronghold, I have expectations for building my castle. i want create luxurious rooms, castle defenses and moats. This brings me to the thing I miss the most — a siege!

1. Castle siege

With good castle design comes a great combat experience. Instead of sending soldiers to rush opponents, I want the game to force them to think about the best battle strategies. I would like an option to avoid direct conflict by laying siege to starve the opponent and force him to counterattack. Diplomacy would be essential here, which I wish to have option to negotiate with enemies (especially if multiplayer is introduced). If battle is inevitable, I need siege engines to counter whatever the enemy throws at me.

For more information on Manor Lords, read our Manor Lords Early Access Review on Pro Game Guides.


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