Lords and Villeins – Guide for New Lords (v1.0)

Lords and Villeins – Guide for New Lords (v1.0) 12 - steamlists.com
Lords and Villeins – Guide for New Lords (v1.0) 12 - steamlists.com

A guide for (Lords and Villeins – Guide for New Lords (v1.0). This manual will assist you in comprehending the mechanics and minor bugs you will run into. It would be best if you comprehend everything to succeed. The vast majority of successful players settling the game did so. I almost knocked over my keyboard, trying to make sense of them all because I was certain I didn’t.

We are grateful to all Lords & Villeins members who participated in the discord, especially Nowei, for his saintly patience in testing everything. I couldn’t have figured out half of the things I wrote in this guide without their help. For a more detailed, comprehensive understanding of the game’s mechanics, check out Nowei’s guides.

This guide is still in development, and I will continue to update it. If you have any questions or concerns, please let me know. I will update and add as necessary.

I. Tutorial is NOT what you think it is.

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Most people will begin the game in tutorial mode. It is a tutorial mode. You won’t be able to convert it into a standard game because it is a separate game mode There will be some significant differences, such as the king’s tax system being disabled, etc. There are many misleading details that the tutorial doesn’t cover.

If you want to complete the tutorial, maybe for the achievement, you should finish it as quickly as possible and only do what they tell you. You must understand that As time goes by, the tutorial will become more difficult to complete. Due to shrinking supplies and population thinning. Trust me. It’s not worth decorating or making things pretty while you are doing the tutorial.

The remainder of the guide assumes that you have completed the tutorial. It will also point out any mistakes you might have made.

II. II. Understanding Socage, Farm Fee, and Stewardship Tenure

Before we move on, it is important to understand the terms and workings of tenure/contracts. If you allow the tenures to default, you will lose the game. If you don’t have time or desire to read, read this section first and then play the game.

Socage

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Socage tenure is the default contract applicable to all production zones. This tenure means you have borrowed land from a family, and they will give you a percentage of the items they produce within that land each season. For example, if you loan a small farmland to a family that produces 100 potatoes per season, you will receive 10 potatoes on tax day.

10% is the default value for this contract. The tutorial does not mention increasing or decreasing it. If you allow it to remain on its own, you will lose. Because you won’t have the money to pay kings tax, you will likely die from hunger. If you don’t know what tax you should impose, You can get 25-30% on default. You can increase it if your family is extremely wealthy or has too many products that the villagers won’t purchase. If the villagers require more items than they produce, you can decrease it.

Fee-Farm

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All housing zones are subject to fee-farm tenure. This is the modern equivalent of renting. You are the landlord and charge your family a specified amount to use your land. It works the same way as Socage except that you tax the money, not the products.

This tenure is best for residential areas only. It is a great way to help families indirectly. You can lower the rental fee for families that are struggling financially. You can also use it in the opposite direction. If you notice families with lots of money, increase their rent fee.

Stewardship

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This tenure is not in default anywhere and is probably the easiest one to understand and manage. This tenure is the same as any other village-building game. You and the city own every single product they produce They will then pay them. You are turning them into your worker. Every zone that uses this tenure is your business.

You can, and most likely will, sell the products back to your villager to make money. This is the best tenure. You will have a much easier time fulfilling the king’s tax. This tenure will also bring you the most money. You own all products. This means you can use them yourself, sell them to villagers who need them, and then trade the rest to caravans. This tenure feels a bit cheaty, as the villagers don’t mind you paying them a low salary, as long as they can survive.

Frankalmoigne

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Frankalmoigne is your default and the only tenure you can give to the clergy. This tenure means that the land specified is granted for free, unless you change the contract. This is a great tenure for housing families with stewardry tenures. The villagers will use the money you pay them to buy food and repair tools, and they will save the rest.

This tenure can also help struggling families who seem to always run out of money. This problem can often be solved by making their housing frankalmoigne.

III. III. Food – Ingredients & Cooking

Most players have difficulty with food, which is the most common failure state. Either the demesne/ruler household doesn’t have enough food due to the king’s taxes, or the villagers are starving. This is compounded when you have only one family of farmers, foragers, and fishers.

Food Production

If you’ve ever played medieval city-building games, you know winter is the most difficult season to eat. This is also true for your villagers in this game. The winter will see your farmers produce nothing, so you must compensate for this by the three other seasons. The calculations of a dedicated player named Nowei led to the conclusion that 33% of your population should live in a rural area. .

There are likely fewer farmers than this, depending on the situation. But it is the sweet spot you should aim for. This is the reason most people fail the game. It is not mentioned anywhere in the game.

The tutorial gives a false impression that one farmer’s family can produce enough food to feed all the families it grants you. .

There are many food-producing families, but farmers are the most important. Hunters will need butchers to continue processing the carcasses of animals, fishermen produce fishes slowly, and foragers cannot reliably produce fruit. Farmers produce enough food varieties to make Excellent Meals on their own.

Food Consumption, also known as Cooking

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Your royal cooks and villager chefs will prepare the raw ingredients into “meals.” Everyone will eat meals unless there is none or they are in danger of starving. In this case they will eat the raw food directly. Nobles and the ruling families will want to eat “good meals”, which include three products. Your cook and every family will try to keep 5 meals per person daily. They will cook until they return to the original number if they are low.

A person must have access to a well-equipped kitchen, a cooking table, a cauldron, firewood, and recipes. These are important because cooking takes much longer than you might think. Because it is a large amount of stone, this is the one thing most people won’t place on each household. You can instead place it in a public space, and they will draw water there to cook.

You should pay attention to what you can store in each type of storage. A shelf is needed to store meals, meats, and other animal products. A barrel is needed for the rest.

Food Tips

Don’t follow the tutorial; make your meals for your families. These can be used as a buffer for the rulers and demesne while you concentrate on the building of the villagers.

ACORN IS NOT FOOD. It is used as feed for pigs; ironically, you will most likely have tons of it because your ruler family or demesne won’t use it.

Grain is not meant to be eaten directly but can be used to feed other animals. Miller family can turn grain into flour and then sell it to baker families to make bread. It’s a complicated process that isn’t worth it. However, it adds an extra step to the food production chain.

– To grow grain, you need to plant Wheat or Barley, Oats, and Rye and then place Flailing Spots on the ground for farmers to turn them into the grain. This is a great way to get Hay, which you can use to roof or wall.

– By planting trees in farming areas, you can create orchards. This is a great way of making use of forest areas. Any villager can and will harvest fruit trees from the forest if they have the right to do so. This is because You can help struggling families by creating an agricultural zone, assigning it to farmers, telling them to plant the trees, then re-granting the land to the families.

– Use the same fishing rod for each family member, then plop down large nets. The nets will automatically catch fish, and fishermen harvest them for anywhere from 1 to 5 fish each. Although they will catch fish immediately after they finish a fishing activity, nets will only produce one fish per fish, which is not sustainable and can lead to them not being able to buy the items they need.

– To add more fishing rods and nets, you can place bridges on the ground.

– Don’t be confused if you see your cooks doing nothing because the hard-coded rule of 5 meals per person means they won’t be able to make more than five meals per day. Once they have cooked enough meals, they will stop working and “wander around.”

IV. IV.

Each family has a particular profession that they can only do. This includes noble families. It is crucial to choose the right family members early in life. It is difficult to satisfy your villager’s demand for certain product types.

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Professions of a Peasant

 

Farmers

A typical starter family is one of the farmers. More than any other profession, farming should be considered the most important family you can have. You should have at least one farmer family for every two other families, according to Nowie’s advice. They are the only ones who can grow vegetables and grains, plant orchards to produce fruit and make hay for millers and construction.

They will always purchase items from them due to the variety of their offerings and the fact that all villagers depend on them for food. The villagers don’t even have to make any purchases. Due to these characteristics, farmers are very low-maintenance and never run out of money. They won’t care if you raise their taxes to a high rate.

Tips: I prefer to have at least one farmer family under Stewardry tenure. This is what I used to feed the ruler and demesne families. This method is great for preventing starvation.

Foragers

The foragers, another starter family, are your one-stop shop for all things forestry and work in the Royal Forest zone. They can plant blueberries, harvest wood and fruits, and make planks. They can also care for pigs which can be a great source of meat if you have a butcher’s family. As you can see, the forager is your main source of wood and planks. This is also the most important building material for early peasants and up to late game. Carpenters can also use planks to build repair kits for buildings. They are an integral part of your village. As your settlement grows, its usefulness will decrease and you will stop building new buildings.

Tips: Be careful not to place too many saw horses. Overzealous foragers can make wood planks from wood. This often leads to no wood being sold. I place one saw horse per family. If I need the planks, I will place two. You can have two forager families in the early game or put one on stewardship. For building and king tax purposes, you will need planks and wood.

Fishermen

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Fishers are the last family to start with and probably the most vulnerable. They were often short of money and required yarn. You won’t be able to produce it early enough to make them the starter family. However, they are a good source of meat for the early stages.

Tips: I have already mentioned the importance of placing a lot more nets. The net will automatically catch fish every few hours, and fishermen only need to harvest them. They will need yarn to keep them from breaking, but it is generally more cost-effective than using fish rods.

Carpenters

This is the family you should ask for or concentrate on getting. Carpenters have access to “T2”, furniture such as the “Good Wooden” furniture sets, and all wood and plank structures. They are also the only ones who can build these buildings and will be paid for their work. They are essential to the beauty and well-being of the area.

Tips: Limit the amount you have of Builder’s Desk according to your needs. They will produce too many repair kits, and no one will buy them. You will also need a lot of repair tools because you will be using your stock to repair public and domain facilities such as cottages, barracks, and the public area.

Tailors

This profession is extremely important, but the tutorial has never mentioned it. Tailors bought wool from farmers who produced (with sheep of) into yarn. This is what fishermen need. . The yarns are then made into the silk you need to make certain furniture pieces. They use yarns and silk to create all the clothes everyone needs. Technically, with tailors and the four other professions before you, you are fully dependent and will no longer need caravans. This allows more money to circulate within the settlement.

Tips: You can play with the priority list. If you don’t touch the yarn, the tailors will often overproduce it to the point where it is no longer profitable. To maintain the supply of wool, a single spinning wheel needs two sheep. If this is the case, you might consider allowing farmers to purchase more sheep.

Hunters

Hunters are designed to kill wild animals and then be killed by them. You will probably be stressed out by seeing your family killed by the animals. They are the only ones who will hunt wild animals in your territory. They will purchase crossbows and bows but are 100% focused on hunting. They do NOT process the carcass into any other food, so ensure you get a butcher family as soon as you have a hunter family.

Tips: How long they live depends on the animals they hunt. You should be ready to receive a death notification if they shoot a wolf or bear in a pack. Although you cannot prevent it from happening, you can minimize the risk by fencing in areas and trapping entry points. You can also place baits within the fenced areas. This is my way of maximizing survival chances, with mixed results.

Butchers

You can probably guess what this profession does from the name. They buy animal carcasses and make sausage. They can also produce hide for tanners. Hunter families without this profession are completely useless.

Be cautious with butchers. Sometimes they will buy farm animals beyond the (number, i.e., You tell a farmer family to keep 2 sheep. The butcher then buys all of them and kills them all). This is most likely a bug and will hopefully be fixed soon. You can also place feeders in the butchers’ building, as they can buy baby animals and feed them until it’s time to chop.

Tanners

One of the jobs I would call “processors”. You can only use a specific product to make it into a single product that isn’t applicable for other professions. Tanners transform hides into leathers which are only sold to leatherworkers for further processing.

Leatherworkers

Purchase leather from the tanners to make lower-tier gear for your troops. They produce some of the most intricate versions of boots you’ll ever see in a medieval game of city builders. If the king requests for cavalry soldiers, they also make horse saddles.

Millers

Another profession is that of a processor. For bakers, processes grain into flour. That’s all.

Bakers

Make bread and pies from flour and other fruits. They technically “multiply” ingredients. They can make 8 Apple Pie from 1 flour and 2 apples. This is a great mid-game source of food. Important to know Architects will be required to construct baker ovens.

V. Professions, Part 2.

Miners

Access to “T2” buildings and furniture is first possible through miners. Once the mountains are mined, you can place mineshafts to allow them to access underground resources. They produce items that require further processing. I recommend you save your favor points and get all the professions quickly to have a complete production chain. Each profession is useless without the complete chain.

Masons

Masons transform limestone and raw stone into tiles and blocks that can be used to make flooring and walls. Technically speaking, their products aren’t very important and should only be used if you enjoy decorating and want to use fancy flooring and walls. The way they make things is very simple and doesn’t require any crafting tables. A small masonry building will suffice.

Smelters

The GOAT, the best, and the only. This family is the best moneymaker. They can dig clay and make bricks on their own, which caravans can buy at a high price. Because of the amount of gold they can produce, many veteran players use stewardship tenure for this family. As you would expect, they can buy ores from miners to make ingots.

Architects

The gate to the “T2” building. They do the same job as carpenters but with different materials. These include bricks, stones, and metals. They can also make advanced repair kits out of stones, which can be used to repair buildings made from these materials.

Tips: By hovering over buildings in the building menu, you can quickly see which buildings require architects or carpenters. It will display “requires architect/carpenter.”

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Blacksmiths

It is very easy to understand. It produces every kind of steel armor and melee weapon you can think of. They also produce steel rods that can be used to make decors or hunter’s traps.

Brewer

This profession produces beer (. The clergy) and produce the rest of the alcohol. They can be self-sufficient, as they only need basic materials like straws, planks, and grains. They can grow hops and make the highly profitable beer barrels that inns use. However, this profession is not mandatory since inns will purchase barrels from caravans when brewers are unavailable.

Glassmakers

We are now entering the esoteric realm. This profession is responsible for making glass. This material is used to make decorative windows. Although it is cool and fashionable to be able to place windows, if you don’t care about making things look great, you can completely ignore this profession and still be perfectly fine. They are independent and don’t have to purchase products from other professions.

Bowmakers

Bowmakers is the winner of the self-explanatory name award. They only make bows and crossbows. Hunters primarily use these weapons, but you can equip soldiers with them if you wish. Caravans will mainly purchase their products.

Ropemakers

This is the last peasant occupation that is extremely specific but still very needed. Ropemakers are. please wait for it. Ropes. They purchase yarns from tailors and make ropes that you can use for specific decorations. To operate their mine shafts, miners also need ropes. They are the only buyer of ropes.

Tips: Stewardship for End Products

Stewardry is a good option for professions that produce end-products that villager’s rarely or never use (glassmakers, bowmakers, etc.). You are more financially capable than them and can hold the products until caravans purchase them. When you reach a certain amount, please place them in stewardship and then auto-sell the products to caravans.

VII. VII. Taverns and Inns

The inns and taverns are two unique areas accessible to all peasant professions. After completing the tutorial, you will recognize that these buildings are important for a specific purpose: They allow you to get new families, inns, and taverns. They are an integral part of your settlement, and you can only add one family each year using favor points, provided you have enough items to pay for the king’s taxes.

Inns and Taverns can turn family members into chefs. They will continue to cook until there is enough food for the visitors to purchase. It is important to prioritize inns, as peasant families make important and necessary products, not nobles. Inns should have enough beds for visitors, as caravans will sleep in them at night. This is why I recommend you build large inns with many beds to ensure a constant flow of peasant families joining.

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Families without zones will be able to sleep in the Inn. This is a great way to prevent them from becoming hypothermic while building their homes. This will also be done by family members who don’t have enough sleeping space in their homes.

Food consumption is something you should be aware of. Be aware that your inn may cook food for guests outside your settlement. Your innkeeper will consume SIGNIFICANTLY MORE food ingredients than a single family. . If you are not prepared, this can cause starvation in your settlement. One inn can likely consume the entire production of a single family of farmers. Please be prepared before you open an inn.

Many veteran players Start the game by building an Inn and assigning the starter fishermen as the keeper. This is a great way to expand your business quickly. If you decide to go this route, ensure you get farmers as soon as possible. The three starter families will be unable to produce enough food for their taxes if they don’t have an operational inn.

Unexpectedly, taverns are easier to manage because only a few people will spend time there, including the ruler. This means that their food consumption is significantly less and only one noble family will visit and rent the bed.

 

 

 

Written by Haend

This is all about Lords and Villeins – Guide for New Lords (v1.0); I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!


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