Manor Lords – Test, Tactics & Strategy, PC

Manor Lords: Potential to be an all-rounder

Here I can select various classic symbols and heraldic animals for my banner and customize each individual element. Alternatively, you also have the option of using your own motifs.

At Manor Lords It is a real-time strategy game set in the Middle Ages Focus on city building and economic simulation, paired with an integrated combat system in which I can send my troops into battle in the open field. It must be said that this is not a full version, but rather Early Access and this is clearly visible in some places in the game.

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To begin with, I first create my faction with which I will plunge into the action. Here I can create one of nine character portraits as well as my name and my own banner. The editor for this is pleasingly comprehensive and ensured that creating the faction took significantly longer than I actually expected. Afterwards I can still do this for my playthrough Victory scenarios, AI aggressiveness, event frequency and set other classic starting conditions. Due to early access, there is currently only one map available, but more will of course be added as development continues.

Rome wasn't built in a day… and neither was my village

So I start the game and start building my city with three tents, a few farmers and some starting resources. I start in one of eight regions into which the map is divided. If I want to expand my territory, I have to use influence points that I gain through military victories. Laying claim to new regions and, if necessary, fight for it with my AI competitors in the event of a dispute. When looking at the natural resources, it is noticeable that they are present in all regions on the current map. So far, these only differ in terms of soil fertility and richness of the yield.

Over time, my tent settlement develops into a small town. Here you can clearly see the different specializations of each individual residence

Over time, my tent settlement develops into a small town. Here you can clearly see the different specializations of the individual residential buildings and their gardens.

The motivation to claim and settle more land does not initially come from specializing individual areas for a particular raw material: rather, exhausted ore or stone deposits ensure that after a while I look for other sources of supply on the map. There is a lot of room for speculation here for further updates. First of all, however, I have to build the first houses, build hunting stands and collector's huts and get enough firewood for my residents.

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This is how I make sure that their three basic needs: shelter, food and firewood are covered and they don't run away from me in droves, my popularity declines and public order suffers as a result. Especially at the beginning, the game reminded me visually and in its mechanics of a polished and dusted version of Banished reminds. So I draw supply routes, plan the appropriate buildings for industry and raw materials and define residential areas.

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