Manor Lords Church Rush Build Guide
Автор: Johnathan khar
Загружено: 2024-05-18
Просмотров: 979
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Thumbnail art thanks to Dyewind. / dyewind
Hello welcome to Manor Lords.
This is the church rush build guide. The point is to get the church, get the spikes in happiness then boom in population. This guide will cover until fall of the first year, or 15-25 minutes of gameplay.
OK so to start off we should always be upgrading the homeless tents into a work camp, as it gets rid of the happiness debuffs from homeslessness, has a low cost and will return the 1 log when we deconstruct it later. There is no downside to getting the work camp as quick as possible.
Secondly we are going to pick up a second ox and put down a tether for it. This stops us from getting a fast lane on the trader early but i think the increase constructions speed now, and the dedicated OX for the lumber camp is worth it.
Next up is the lumber camp, its just needed there is no progression without logs. i reccomend setting two people to it the second it goes up. We are going to need alot of logs, and we can alwyas unnasign as needed. we are going to follow that up with the building for making planks assign a person to it as it finishes. We are doing this because we are planning to rush church for the increased happiness.
The follow up is going to be either a hunting cabin or a foragers building depending on whether one of them is rich, or if its winter. Berries dont grow in winter, for a winter start go hunting. Berries provide more food overall so for spring and summer berries are king. Assign on person to whichever you built. If the hunting thing is rich then when pop hits 8 instead of 2 builders ill drop to one to grab the extra hide.
For the last of our starting resources we are going to build a rather large plot for a residential building, the goal is to have the livable expansion and for it to be long enough to provide enough food for at least 4 families. I reccomend about this long. We are going to get the Garden expansion on it.
At this point we should be getting enough logs to place the expansion on the home, our 6th family should arrive, leave them unassigned for a minute to help with the home expansions and additional homes i reccomend making the second home like the first, big enough for garden and family expansion. The plan is to set up for 8 people.
While we are doing this we should cross the threshold of 20 planks, that means we can pull the guy on the plank making building, start the church, and start either the foraging building or the hunting cabin whichever we didnt build earlier. Then place a family on it.
That should deal with the food problem until we hit winter, we might need to move a guy from berries to hunting during winter but the rest should be settled up already. Place a market and at this point you should be considering mining stone to get the manor up. At the same time you are getting stone its not a bad idea to get a tanner, those tier 2 buildings will be helpful.
About now we should be placing a trading post, expanding out more plots to accomadate the extra people the increase in happiness will bring. This is also where we should be getting our tier 2 buildings. If you are playing a map with enemies present you are going to want to start producing weapons. This is about the end of the start, from here you can decide to go personal army, or mercs, how you want to further develop the economy all that. Hopefully this little primer helps you speed through the early game and into meat of it.
bye.
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