Manor Lords had a big update recently (with more coming soon), which has encouraged a lot more people to start playing it again. I even started a Let's Play, with commentary on my secondary YouTube channel, "MegaBearsFan_Plays". I've been playing the game off and on since it's initial launch into Early Access, and so I thought I might also take this opportunity to share some tips and advice that I have for any players who are new to the game, or who might be struggling.

I started a Let's Play with commentary about strategy and my overall thoughts about the game.

Remember that it's Early Access

The first "tip" is actually more of a disclaimer. If you play Manor Lords, please remember that it is an Early Access game. Though it is playable (and quite good), it is not fully-featured. It contains bugs, isn't finely-tuned or balanced yet, and has entire features and modes that don't actually work yet. For example, take a look at the Policies menu, and you'll notice that there are only a couple working policies, and the rest are place-holders that cannot be activated.

More importantly for the purposes of this guide, the game will change considerably over the coming months (or years), and leading up to its eventual retail release. These tips apply specifically to the Early Access build (in early 2025), and may not be relevant in the final release version of the game. I may write an additional tips guide for the full retail release, if I think the game has changed enough to warrant additional tips.

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Maximum Football - title

I generally do not play free-to-play games. I usually associate such games with scammy, exploitative micro-transaction economies. However, I do feel that one genre of video game that could actually be a very good candidate for a free-to-play model is sports games. Sports games have long been criticized as being "full price roster updates". This has become painfully more true as games have become bigger, more complicated, and more expensive to create. There just isn't enough development time in between annual release schedules to implement comprehensive updates to a sports game, and so they typically only receive minor, token changes, which often feel under-developed and poorly-tested and balanced.

In a free-to-play model, however, the developers aren't constrained to rush a "full new game" out every year, in time for the start of the new sport season. They can continue to update the same game, adding new features -- no matter how small or large -- on a much more liberal schedule.

More importantly, gamers aren't forced to buy a whole new game each and every year and reset all their progress. If I play a particular release of Madden for a few in-game seasons, building my team through the draft and developing my players, I eventually get to the point where it feels pointless to continue playing. The new Madden will release, and all my draft picks, player upgrades, and roster moves will be erased and replaced with whatever happened in the real NFL season. Even indie games that aren't tied to a real-life sports league (and its rosters), such as Axis Football, have this same problem. Every new year's game release requires restarting my franchise or dynasty from scratch, erasing dozens (or hundreds!) of hours of play and progress.

My rosters and progress won't get reset every year when a new game releases.

With a free-to-play model, there isn't going to be a "new game" every year, and supposedly, I will be able to continue playing the same dynasty or franchise for as long as I want, and still be able to receive any gameplay updates or new features that are released.

Honestly, I've been wishing that Madden would go to this sort of model for years now. Just have a single, live service football game that is funded by Ultimate Team and other in-app purchases. Maybe annual roster updates could be like a $10 DLC or something?

Dynasty season pass?

But this does beg the question: how will Maximum Football's publisher make money? The method of monetization was always a concern for Maximum Football's reboot. They wouldn't have the names and likenesses of real football players to slap onto digital trading cards for their version of an Ultimate Team. They could potentially get by with selling cosmetic-only items. But would there be enough of a market for such purchases? Maybe they would have to resort to micro-transactions that feel more like pay-to-win mechanics, such as paying for progression boosts for Dynasty players, or literally just buying recruiting prospects (think of the original launch of Middle-Earth: Shadow of War).

The good news is: there is no trace of any pay-to-win mechanics in Maximum Football's Dynasty Mode that I could find. The bad news is: Dynasty Mode is still monetized.

Even though Maximum Football does have its own equivalent of Ultimate Team, complete with in-app purchases for card packs and power ups, the Dynasty Mode is pay-walled by ... <sigh> ... a season pass.

If you want to play more than 1 or 2 seasons of Dynasty, you have to pay (or grind).

You can download Maximum Football for free. You can create and customize teams for free. You can play as many exhibition games as you want (using your created team(s)) for free. And you can start a Dynasty and play through a full year or 2 for free. But if you want to carry that Dynasty into a second season, well then you gotta pay. Additional seasons of Dynasty are locked behind a $20 season pass. Or you can use the 2 Dynasty Tickets that you start with to play 2 seasons, and then try to earn more Dynasty tickets from daily login rewards or from grinding other game modes.

New Dynasty tickets seem to be earned every 14 days that you log into the game. I guess if you're playing 1 Dynasty match per day, then the daily login rewards should be enough to keep your Dynasty going indefinitely.

The game says that the $20 Season Pass grants "unrestricted access" to Dynasty Mode. So I'm assuming (and hoping) that this means Maximum Games isn't going to charge us for a season pass every year if we want to keep playing Dynasty -- effectively turning Dynasty Mode into a subscription service. But I guess we won't find that out for sure until next year.

In fact, there's a season pass for the Franchise Mode too, even though the Franchise Mode isn't even actually in the game yet. The game is techncially in Early Access, so the idea of paying for content that isn't actually in the game yet is a little more forgivable than retail games that sell season passes for future DLC that doesn't exist yet. But still, I'm wary of any game that sells content that isn't actually in the game yet. If Maximum Football flops, and this Franchise Mode never actually releases, then that's $40 down the drain.

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Settlement Survival - title

As my frequent readers probably know, I am a sucker for city-building and village-building games. I buy a few new ones almost every year, and ever since the release of Banished, the medieval village sim has been all the rage. Though it looks like post-apocalyptic settlement builders are also becoming a hot sub-genre -- probably as a result of the popularity of the settlement-building in Fallout 4. Anyway, last year, Chichian encouraged me to try out a then-Early Access title called Settlement Survival. I was hooked on it for a couple months, and then set it aside with the intent to come back to it later. In the meantime, the game saw its official Steam retail release, which encouraged me to go back and give it a second go (and formal review).

Time to plan

Settlement Survival is one of the more addictive and challenging city-builders that I've played. It features a complicated web of production chains and resources, which can be a real challenge to plan and manage. Trying to unlock and use everything in a single village will take a lot of time, effort, and planning.

Settlement Survival provides a handy-dandy timeline in the top right corner of the screen which shows when all the seasons start and end, and which also shows icons for important upcoming events. Everything from the arrival of a merchant ship, to incoming immigrants, and even disasters or other random events will be forecast a whole year in advance. This gives the player plenty of time to plan ahead, and avoids the problem of the player feeling un-prepared to take advantage of an un-expected boon or to mitigate a disaster.

This timeline is the core gimmick of the game, as it enables long-term planning.

There are also random events that are not forecast on the timeline, and they often require that the player have certain resources or tools on-hand. But these are rarely destructive, so worst case is that you miss out on the opportunity to get some free bonus resources (which you may or may not have needed anyway). Nevertheless, it does put a pressure on the player to build up a surplus stockpile of many goods in case one of these events pops up. Tools and beer being the most common items used for such events, based on my experience.

This timeline helps to create some medium and long-term planning and reward structures that really makes the game crazy addictive. There's the short-term goals for things like building the next building. Then there's the medium-term goals like completing the next harvest season. And then there's the longer-term goals like accumulating goods to trade to an incoming merchant ship, or waiting for the next batch of immigrants to give you a labor surplus that can allow you to go on the next wave of building infrastructure. There's always some milestone right over the horizon, and then another right beyond that, and I find myself playing longer than I had planned, and long after I should have gone to bed, because I want to get to that next harvest, or trade opportunity, or make sure that I get through that next disaster.

This also means that random disasters don't feel as annoying because you have plenty of warning that a disaster is coming, and can prepare accordingly. Further, the disasters themselves rarely kill population directly. Rather, they usually impact your resource-generation for a period of time. So most disasters are mitigated simply by stockpiling the affected resource ahead of time.

There are also random events that do not appear on the timeline.

The timeline also discourages save-scumming. Disasters are forecast a whole in-game year ahead of time, so re-loading to before the disaster would require going back more than a whole year. And that might not even necessarily save you, since I've noticed that the disasters still happen at the same time, even if I go back to a save from before the disaster shows up in the timeline. I'm not sure how long in advance they are generated, but the fact that I know that I can't avoid it by simply reloading and re-rolling a die means that I'm more inclined to batten down the hatches and just roll with whatever happens.

The end result is that the gameplay ends up feeling more organic, and the challenge of surviving and growing your fledgling settlement remains relatively high. When I do save-scum, it's usually to undo some mistake that I made, so that I learn from my mistake, fix it and do better; rather than to outright cheat by undoing some random event that the game threw at me.

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U-boot - title

I haven't been able to organize as many board game sessions as I would have liked to over the past 2 years, thanks to the ongoing COVID pandemic. By the time vaccinations were widely available, and we were willing to have more frequent gatherings, many of my board-gaming friends had returned to work. Many work irregular hours, so it's hard to organize games. And despite limiting gatherings, we still suffered our own COVID infections, and several other potential exposures that forced us or our friends into self-quarantine for a week or two, resulting in the cancellation of some board game plans. And of course, having an infant to take care of doesn't make organizing play dates any easier.

Despite not being able to play board games as much, I've still been buying board games, in the hopes that eventually we'll be able to overcome the need for social distancing and will be able to have larger game sessions again. One such game that I bought last summer is U-Boot: the Board Game, which is an app-assisted World War II submarine management game. The rulebook and "tactical guides" are massive, and the game looks lengthy with a steep learning curve. It's not the kind of game that we can play in an impromptu session. It requires preparation, and a lot of time to practice.

As such, I haven't been able to play it yet. I only downloaded the app and played around for a bit to try to learn the rules. Hopefully I'll get to play an actual game soon.

In the meantime, I decided I could maybe get my U-boat fix by buying and playing a totally different U-Boat: the Game, which is an early-access PC game on Steam. It has no relation to the board game, but feels like it could be.

U-Boat is still in early access when I played it. I'm not sure when it's supposed to come out of early access, but it seems like it's fairly complete and should be ready soon. I don't usually go for early access games. As any reader of this blog will know, I take a [possibly overly] critical view of the games I play, and playing an "incomplete" game can be a frustrating experience. I don't want the frustration of incomplete mechanics and frequent bugs to sour my opinion of a game to the point that I'm not willing to play it at all when it is eventually complete. For instance, I never went back to games like No Man's Sky after playing it on release. It wasn't early access, but it might as well have been considering how shallow and incomplete it felt. No matter how much my friends insist that it's better now, I just don't have the motivation to play it again.

I bought the U-Boot board game, and started reviewing the rules, but haven't been able to play it.

But I was itching for some U-boat action, and the user scores looked good, so I gave this one a try. This game is so "indie", I couldn't even find a website for the development studio; just some social media accounts on Facebook and Twitter.

Early access tutorial

One area that I hope gets a lot of attention before this game leaves early access is the tutorial. Despite taking hours to complete, the tutorial still left me feeling woefully unprepared for the game proper. U-Boat's tutorial teaches the basic mechanics of the game well enough. It taught me how to navigate my sub, how to submerge, how to assign orders to crew, and how to shoot enemy ships and planes using the automated mechanics. What it doesn't teach is any of the actual strategy or technique for operating a World War II submarine, nor does it teach any of the advanced, manual mechanics (like manual torpedo targeting).

How do I deal with escorted convoys? How do I approach without being detected, while still being able to get close enough to identify the ships and attack? Once I launch my torpedoes, what do I do next? Do I wait at periscope depth to confirm the kill? Do I immediately submerge and run away? How do I escape pursuing destroyers? How do I evade depth charges? If I'm hit by a depth charge, what do I do? None of this is explained by the tutorial. I had to spend several Saturday afternoons trying to figure all this out through trial-and-error by save-scumming a single random encounter. It was incredibly frustrating, and I barely had the patience to keep playing.

Tutorial teaches basic mechanics, but isn't effective at teaching strategy.

The early missions don't help ease the player into the game either. I did like 10 patrol missions in "The Black Pit" (the first and "easiest" campaign area), and only encountered a single convoy in the patrol areas, and was only able to sink 1 ship. I would zig-zag around the patrol area, but would never find any enemy contacts. On the way to or from the patrol area, I would often get radio requests to sink a transport with rare tech on board. These would often be escorted by multiple destroyers and a crap-ton of smaller corvettes, and as soon as I would sink one ship, those 3 or 4 destroyers would converge on my exact position and sink me with depth charges.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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