Manor Lords – Starting Location Guide: Why Your Starting Resources Don’t Matter Anymore
This is your complete guide to the new starting location selection in Manor Lords. We’ll explain how it works and, more importantly, break down why the old meta of restarting for the “perfect” resources is officially dead.
Aight, so you just booted up the new update for Manor Lords. You saw the patch notes say you can now preselect your starting location, and you’re ready to spend the next hour restarting the map until you find that glorious spot with double rich iron and maxed-out emmer fertility. You get to the game setup screen, you see the map, you see the little circles… but you can’t see any of the resources. So, what gives?
Don’t trip, you’re not missing anything. This guide is here to explain how the new system works and, more importantly, to tell you to stop worrying about finding that “perfect” start. The devs have completely revamped the resource system, and no cap, it’s a total game-changer.
How Starting Location Selection Actually Works
Let’s get this out of the way first. The new system is super simple, maybe a little too simple for all you min-maxers out there.
- On the game setup screen, you’ll see a preview of the map with a few designated starting regions marked by circles.
- To choose your start, you just pick up your coat of arms and drag it to one of the available circles.
- That’s it. You’ve chosen your starting region.
Here’s the catch, and it’s a big one: You cannot see the specific resources, deposits, or soil fertility of any region before you start the game. You’re still going in blind. The “selection” is just about picking a general area on the map, not about picking your resources.
Why Your Starting Resources Don’t Matter Anymore (The Big Revamp)
So, if you can’t see the resources, what’s the point? Well, the devs did something huge: they completely rebalanced the game’s economy to make every single starting region viable. The old days of being totally screwed because you didn’t have iron or good farmland are over. The new meta is all about adapting to what you’re given, not restarting until you get what you want.
Here’s a breakdown of all the massive changes.
Food & Farming: You’ll Never Starve
Getting a stable food supply used to be a major source of early-game anxiety. Not anymore.
- Foraging is Always an Option: Every single region in the game is now guaranteed to have either a berry patch or a mushroom forest. This means a Forager Hut is always a fire choice for your first food source.
- Bread for Everyone: In the old system, you needed a development point to unlock rye cultivation, locking bread production behind a tech choice. Now, rye cultivation is available by default. As long as you have some fertile land, you can make bread.
Drinks & Delicacies: The Alcohol Trifecta
Tavern supply used to be a huge pain if you didn’t have good barley fertility. Now, you have options.
- Ale, Cider, and Mead: Alcohol now comes in three delicious flavors. If your region sucks for growing barley to make Ale, no prob. Just build some apple orchards in your burgage plots to make Cider, or build backyard apiaries to collect honey for Mead. Every region can now supply its own booze.
Clothing & Goods: Simplified Supply Chains
The path to making clothes and other goods has been streamlined, making you way less dependent on specific resources.
- Leather without Hunting: You no longer need a hunting camp and a small game deposit to get hides for leather. You can now build goat pens that produce hides passively. On top of that, leather isn’t even required to upgrade your housing to Level 2 anymore.
- Dyes are Dead: The Dye Maker building has been completely removed from the game. You no longer need to farm berries to make dye for clothing. Now, you just need yarn from sheep and/or linen from flax.
- Self-Sufficient Sheep: Sheep now reproduce naturally without needing you to spend a precious development point. This makes starting a wool industry way more accessible for every region.
War & Defense: No Iron? No Problem.
This is one of the biggest changes. A no-iron start used to feel like a death sentence. Now, it’s just a different way to play.
- Even if your region has no iron deposit, you can still produce warbows for your militia. An army of archers is a totally viable defensive force.
- The update also puts a bigger emphasis on building fortified manors and castles, which will be your main defensive strongholds.
So, What Does Your Start Location Guarantee?
With all these changes, every starting region is now built on a template that guarantees you have a path to success. Every region will have:
- One deposit of Iron OR Salt.
- One patch of Berries OR Mushrooms.
- One source of Small Game OR Fish.
- Standard deposits of Clay and Stone.
- Varied soil fertility for farming.
On top of that, two of your region’s main deposits can spawn as “rich” deposits. So, while you can’t choose your resources, you can be sure you’ll have everything you need to build a thriving town. The challenge is no longer about finding the perfect start, but about perfectly adapting to the start you’re given.