4.5 hours played
Written 9 days ago
After 4-hour review, I want to like this game, and I see a lot of potential, but it's currently in a very early stage and has some major issues that hold it back.
Core Issues:
Ox Plowing System: It's inefficient. The ox plows one row at the top, then awkwardly moves to the bottom to continue. This system replaced manual farmer plowing, which ironically made the whole process slower. In one playthrough, it took me five months just to finish plowing a field due to this inefficiency. When using ox plowing, the farmers no longer participate in plowing...
Threshing Problems: There's poor balancing between farming tasks. Farmers don't evenly distribute their work, leading to crops spoiling even though the threshing priority is set high. This creates a frustrating bottleneck when you're trying to survive year to year. A good example of this is you need the wheat to be thresh so it can move into the mill and lastly be baked but without the threshing, the other process doesn't continue its process.
Combat: Bandits are way too easy to deal with in the standard mode. There's no real sense of danger, and combat lacks depth, there’s no troop experience, leveling, or long-term consequences. Once you win a fight, that’s usually it and sometimes you don't even have to defend because the other rulers would send their army to defend.
What Could Improve the Game:
Reconsidering the Regional Wealth System
The current regional wealth system in Manor Lords often feels like it unnecessarily slows down progression and undermines the value of earning money. For instance, requiring a large amount of regional wealth just to establish a trade route makes the process feel restrictive—especially when the player already has the money to afford it. In example, you use regional wealth to establish the trade route which is heavily disadvantage to you anyways. I would just prefer to higher import cost or lower income from exports and eliminate this completely.
Additionally, many non-building upgrades rely on an uneven and sometimes arbitrary distribution of regional wealth, making the system feel more like a barrier than a meaningful gameplay mechanic. This creates a disconnect between economic success and strategic expansion.
It might be worth reworking this system to focus more on actual currency. If a player has the money, they should be able to invest, trade, and expand without being overly limited by regional wealth caps. At one point, I had so much money and couldn't do anything with it but hire mercenaries. A money-first approach would reward good economic planning and create a more fluid, engaging experience. If the developer is trying to slow the game play, that is fine but this needs to be more balance.
Bigger Maps: More space in a section would allow for better expansion and strategic placement. Possibly lead into kingdoms, towns, villages and more in the future.
Expanded Building and Crafting: Include more artisan and crafting options to diversify gameplay.
Deeper Leadership Mechanics: Let us manage the ruler, their family, guards, and advisors. Adding narrative or personality depth here could make the game more immersive. Maybe consider adding a crown system starting with baron then allow the growth to count and etc.
Improved Food Systems: More ways to process, cook, or preserve food would add both realism and variety.
Combat Rework: Introduce a progressive battle system where enemies (like bandits) recover, regroup, and come back stronger instead of being wiped out after one loss. This would be the same when facing other rulers. However in a balance way, like a ruler has 100 soldiers, they losses half, it should take about three years to recover their losses.
Troop Development: Units should gain experience, specialize, or have traits to make the military system more rewarding.
Inspiration from RimWorld and Stronghold: A mix of emergent storytelling, deep base management, and real-time tactical combat could elevate this game to a whole new level. I really enjoyed the concept of prioritizing farming in the spring into fall and focusing on other tasks in the winter months. In example, I would sent all of the families to do farming work from Spring to Fall. Then in Winter, I would restart all other tasks like tannery, mining, building, logging and timbering.
Final Thoughts:
The game has strong potential, and I enjoyed it for a few hours. But right now, the experience becomes too repetitive and frustrating because of basic mechanical issues and lack of depth. I’d love to come back when it’s more fleshed out—especially if it embraces some of the deeper management and narrative systems seen in games like RimWorld or Stronghold.