Give them an area of influence that can’t be overlapped with other Manors, and make an hierarchy of bonus resources: say resources give the biggest bonuses (trees, gold/stone mines, berries and also farms), with open tiles giving least, and built tiles giving 0. You could show these during placement of the Manor, as bonus points on each tile.
This way you encourage Lancaster players to spread out their base, while also creating an interesting minigame with Manor placements. This civ is so dull right now with dumping all the manors around that keep landmark. You could rework the keep landmark to have garrisoning like a normal keep, and upgrades for Manors. It doesn’t need that influence area.
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From Wikipedia:
“The agricultural population under feudalism in Northern Europe was typically organized into manors consisting of several hundred or more acres of land presided over by a Lord of the manor […] Most of the people living on the manor were peasant farmers or serfs who grew crops for themselves, and either labored for the lord and church or paid rent for their land.”
Manors actually gave resources based on the land that belonged to them.
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A big part of the issue is map design. HOL exposes the most glaring issue which is the gold node.
We already knew from last season that rus was king becouse they dont need to use it. but HOL can use it without a care in the world.
No, Lancaster is 1 star civ, that would make the civ way too complicated.
There are much better ways to nerf it. Either just population cost for manor, slower yeoman move speed, or just less resources from manors.
It’s not about nerfs, the design is terrible.