Manor Lords the city builder and manager turned RTS | Release date Gameplay Features & Army Combat

Do you consider Manor Lords to be an RTS game? I do because it certainly fits the real time part with the settlement building features while its army vs army battles could be enough to call it a strategy game. Manor Lords consists of three main parts, each one with a set of individual features making it a very versatile game which will attract many different types of players due to its various gameplay features. ⭐UPCOMING STRATEGY GAMES⭐ 👓Game Previews: Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and social simulations. Rule your lands as a medieval lord -- the seasons pass, the weather changes, and cities rise and fall. 🛒 Steam store link: For me Manor Lords consists of three main parts, each one with a set of individual features making it a very versatile game which will attract many different types of players due to its nature. First of all we have the start from nothing and build to greatness city building. Or settlement building part of gameplay, to name it more inline with the medieval setting. Here we can differentiate many specific features usually not found in classic RTS games. Presence of civilian buildings beyond simple homes for increasing the population limit being the foremost point but there are also far too many types of resources, and even soil fertility types. Then we have actual production chains, meaning one thing is turned into another in specialized buildings or by specialized workers. This is something players of Anno or The Settlers are more familiar with than those that live on Command and Conquer or StarCraft. Griddless settlement building with building resources being carried to construction sites is another such feature. Having a living, working, breathing and eating population is a staple of builders and settlement managers and not classic RTS games. The population here in Manor Lords has certain needs and requirements, and can level up when set needs are met, consuming resources they have produced. Surviving cold winter weather adds more variables and some survival elements to gameplay. A full research tree is not uncommon in RTS games but setting up policies for your population to live by is. You even have the top gameplay layer of regional politics and territory expansion features meaning the second part of gameplay, the management aspect of it is quite rich. It will require a lot of time to both learn and master, leading to many failed settlements and restarts. It is this regional gameplay that creates the need for armies to both defend and conquer. This is where the third part of Manor Lords’ design comes into play. Medieval Conflict. These villagers turned soldiers are not some copy pasted units your factories churned out by the hundreds but your actual common folk who pay taxes, farm your land and construct buildings. Leading them into pyrrhic battles where few survive is not an option here. The mercenaries you can sacrifice as they are just paid sellswords, so you are just burning gold gained from taxes. Besides the entire real time combat system of moving and fighting in formations, morale, equipment bonuses and training levels you will also have unit fatigue and the weather conditions to contemplate. Even if Cavalry and naval battles don’t make it for Early Access release, these previously mentioned gameplay aspects tick enough boxes, in my book, to turn this settlement builder and manager into an RTS game. A caveat for those who want to split some hairs could be that the game can be paused and that there will be a peaceful mode to play in. #ManorLords#RTS#Gameplay
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