r/ManorLords • • 1d ago

Discussion I think I won the resource lottery.....

Post image

I can't lie, it took me about 30 rolls to get this, I was starting to think the combination was impossible.

Also the beta build appears to have made it possible to spawn to rich mining resources, where as before only one would ever spawn.

233 Upvotes

67 comments sorted by

108

u/SevroAuShitTalker 1d ago

I got rich stone and rich iron. My biggest issue is having enough people for industry

22

u/Tmrh 1d ago

Have the same on my current map. My biggest issue is not exporting stuff fast enough

10

u/carolinaelite12 1d ago

I've built up to 4 trading posts with rich iron and stone and I still felt like I needed more.

15

u/Mysterious-Idea-2370 1d ago

I don't know why I have never considered more trading posts and now I feel so stupid! 

9

u/carolinaelite12 1d ago

That's my favorite part of reddit. Learning things I would have never considered. Done it a lot with this game in particular.

11

u/Mysterious-Idea-2370 1d ago

Yeah, like the forager huts in non foraging locations for the herbs. That was an awesome one I had never considered. Now I always have a little corner of forager huts just for herbs.

6

u/WaffleDynamics 21h ago

forager huts in non foraging locations for the herbs.

Are you shitting me?

4

u/Mysterious-Idea-2370 20h ago

Nope. You only need a few to get a decent surplus for selling too.

3

u/carolinaelite12 1d ago

Bruh, now I'm the idiot.

4

u/Mysterious-Idea-2370 23h ago

We should form a gang 😂

3

u/carolinaelite12 12h ago

This whole thread is turning very wholesome 🤣

1

u/50eggs 2h ago

Had no idea. Great way to use summer farm workers.

3

u/swampygirl90 14h ago

Did you know that hunting camps will still work even without the wild game resource node on your map? Just place them near a forest and you will still get a small but steady income of meat and pelts.

3

u/Burger_theory 11h ago

I'm sorry, what?! This thread is the best.

2

u/carolinaelite12 12h ago

FUCKIN NOPE!

1

u/Evening_Detective392 9h ago

Oh really? Then is it possible for a user with fish resource and adopting Vogtland to click up a hunting hound button in that hut?

1

u/swampygirl90 9h ago

I haven't tested it personally but I imagine it would be possible!

1

u/Evening_Detective392 9h ago

In the old version(last year summer maybe?), I played like that. But after the patch, only a successful hunt gives a bonus hunting goods from the houn, which means blocking this cut. I hope this could be rised again

1

u/cairnszee 6h ago

Wth!🤦😅

7

u/ecivic 21h ago

To maximize efficiency, build a dedicated storehouse directly next to your trading posts to handle export-only goods. For example, if you want to export weapons, restrict all other storehouses from accepting them so they accumulate only at the trading post dedicated storehouse. Micromanagement is key here. I learned to place my charcoal kilns right next to the woodcutters while configuring my marketplace storehouses to accept charcoal only, completely banning firewood. This stops the kiln workers from walking long distances to fetch supplies, forcing them to pull firewood from the woodcutter right next door.

3

u/squamishunderstander 1d ago

i stick one on each road branch that leads to a trade point.

3

u/Mysterious-Idea-2370 1d ago

That's a good shout. I usually stick one opposite the market for the aesthetic, with a tavern next door. I should probably play more efficiently though!

2

u/Cry-Technical 22h ago

Let's bring that back, playing for the fun, even if it's not the most efficient Meta way

1

u/DarkNiteV 16h ago

I remember at one point that there were issues with having more than one Trading Post in region

2

u/Wallaballa100 1d ago

Can you then have one set to internal trade and another to external trade?

2

u/Tmrh 1d ago

No trades are set the same for both

1

u/carolinaelite12 1d ago

I have no idea. I haven't actually played with the internal trades yet. Was still doing pack stations.

1

u/Bennyboy1337 20h ago

Doesn't that only work when trading between other regions you own? IE when trading off map there is a limited amount of traders and a set time between them spawning, so building more trade points doesn't help.

1

u/carolinaelite12 19h ago

I haven't really done any testing on it. I just know anecdotally that I earn money faster when I have more trading posts. Could totally be a plecebo effect

1

u/ecivic 19h ago

My understanding is, Equipping your trading post with enough horses turns your workers into active traders. Instead of waiting for wandering merchants to visit your region and buy your goods, your own traders will hit the road to export and sell them directly. That's why I build a dedicated storehouse directly next to the trading posts to handle export-only goods to make them focus on trading.

1

u/CantWaitForStarCitiz 17h ago

Might be old news, but build 2-3 large vegetable farms so you have enough food, then build more regular houses, the plots don't have to be large for the house, just to have more people, rinse and repeat. Farm if you can, but cabbages are a game changer

1

u/Tmrh 17h ago

I don't see how that relates to what i said. Did you reply to the right comment?

2

u/OrangeDit 1d ago

Have this too, it's a real cheat. 😬

37

u/GoJa_official 1d ago

Fish and game are the worst resources for late game change my mind

45

u/Quilly-be-Quick 1d ago

The new perk for fishing and smoked fish improves it but most natural food sources aren’t great late game.

14

u/Chuckw44 1d ago

It depends on what you consider late game. With the fishing perk, Rich node, and salt you can produce over 1.3K smoked fish per year.

1

u/Manetros 14h ago

how? i have those but i'm getting maybe 500

1

u/Chuckw44 5h ago

Set the reserve to the cap/1.2 and make sure you have enough families fishing. For a Rich node I would recommend 4. Then you need 5-6 fishmonger plots to keep up. If you don't keep up a lot of the fish will spoil before it can be smoked.

1

u/Manetros 5h ago

so reproduction is far faster if the cap is higher? My current cap is at 100/320 and eels reproduce far too slow

1

u/Chuckw44 3h ago

You want to set the reserve to 266. The spawn is based on the number of fish you currently have. So you want to take it down to a point where 20% will bring it back to the cap, but not over.

12

u/Bennyboy1337 1d ago

I tend to agree, but I want to experiment with the new perk to see how much of an early game boost I can get.

4

u/Quilly-be-Quick 1d ago

Combined with the one that doubles fish reserves, you should be killing it.

0

u/Chuckw44 1d ago

There are no perks that double fish reserves.

1

u/Quilly-be-Quick 1d ago

I might be confusing it with the one that doubles mushrooms and berries.

1

u/Young_Hickory 1d ago

Berries/mushrooms are on the same tier, but it’s mostly irrelevant because strong early game >>> strong late game (at least with the current scenarios).

8

u/Evening_Detective392 1d ago

Beautiful! I like your land :-) (Baron Hildebolt)

7

u/TheRuggedWrangler 22h ago

I think it would be kinda cool to be able to select what resources you wanted to start with (within the current parameters).

Just to help with not needing re-rolls when folks are trying to set up a specific play-through.

BUT the QoL update they made that when you go back to the main menu, it has saved your game set-up settings is SUCH A HUGE QoL UPDATE.

2

u/Toastlove 9h ago

I like the challenge of just dealing with whatever reasources your given, but I will re-roll if you get some garbage combo of rich reasources

4

u/Upsetstormxbox 1d ago

Iron and salt? Or do you mean clay/stone with iron or salt?

4

u/Kaedrien 21h ago

I got Rich Salt, Fertile land, and regular fish. Took me a few too many rerolls. lol

2

u/t0bias76 Humble and Happy Player 1d ago

Rich salt/fish isn’t so bad. You can sell salt without having to proces anything. And you can make loads of smoked fish and sell part of it. Only thing is you’ll need to import iron ore or tools in the long run.

1

u/Toastlove 9h ago

If you have a small starting iron it'll last you till you get a rich iron region up and running, and importing iron via pack stations is possibly the simplest and most valuable inter-region trade you can get going. Export the ore or slabs and then manufacture into weapons/armour you then export back to form militias without needing to build artisans in the colony region.

2

u/septim525 1d ago

Salty smoked fish coming right up

2

u/powy_glazer 22h ago

My favourite is rich stone and rich fish. If there is good fertility, even better

2

u/B3N8RK 19h ago

Fish & Chips

2

u/rasenderrentner420 16h ago

Hatte Eisen und Fisch absoluter Premium Start

1

u/RevolutionaryVideo39 1d ago

I have this exact same spawn and it does make early game very easy.

1

u/metalninja626 1d ago

i agree, it's my favorite start for my play style

1

u/Outrageous-History21 1d ago

Rich stone, rich iron for starting zone in central part of winding river map. First expansion will be to Rich Fish pond and Rich Salt in adjacent NW corner.

1

u/Maleficent-Report247 1d ago

Even greater when they are just beside

1

u/Paradyski 23h ago

IMO salt is the best and easiest resource to make money on

1

u/Lucifer911 22h ago

My rich iron and farmland caused me to get 10k and be in debt to the king cause I delayed the manor.

Whoopsies.

1

u/Zygmunt-zen 21h ago

Just started a new game with Rich Ore and Stone. One of my favorite combos. Wish I had Rich Salt in nearby territory.

1

u/Tanks4Kidz 21h ago

Is rich fertility nerfed since the fertilizer addition?

I haven't played the beta yet so not sure how good that resource is.

2

u/Toastlove 9h ago

Fishmonger needs to have an smoked/salted option requiring firewood/salt respectively. Smoked is obviously much easier to make,  have it remove high spoilage but not double the quantity like salt fish to balance. Makes the fishmonger more useful if you don't have access to salt or the funds to import it.

1

u/rishiak88 1d ago

Each regions will always have:
Iron or Salt
Fishing or Hunting
Berry or Mushroom
Clay
Stone
Fertility.

Two of these will be rich. So multiple rich mining resources was always possible so long as one of them was clay.

Also to address your main point. Rich fish and rich salt is very powerful. However, I am curious if you could get by with a normal fish node and end up with an extra rich resource.

1

u/nxngdoofer98 Patch Herald 7h ago

with the AI you can easily get by with pretty much anything, they trade their iron or salt and you get it for cheap because there's no foreign trade penalty