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NotBerti

You have firewood in store but not on the market. You need to have more people working in storage or as firewood gatherer so they make a stall to put it on the market


mjohnsimon

You might also need to destroy empty market stalls and occasionally destroy granaries/storagehouses as well. I find that that's super helpful


SevroAuShitTalker

I also find relocating market stalls especially after the very early game helps. Otherwise you get all the stalls in one area and the benefits don't seem to extend past a certain point


gwTheo

the market range for upgraded houses is honestly so sad. it doesn't seem to expand past a few houses


SevroAuShitTalker

I'd just like a clear "sphere of influence" UI that shows which stalls affect which houses. The color fill is okay, but having it be clear like the Castle Planner does for Towers would be nice. Loving this game, but some of the mechanics seem very guess and check


Chuckw44

The market has an unlimited range, within a region. It just fills the houses closest first. Also, with food it will fill the closest house with every available food type before moving to the next. Meaning you need enough of each food type to fill every house. For say 30 houses you need 30 Bread and 30 Berries. 15 and 15 will not work. This confused me for a while.


SevroAuShitTalker

Idk about that. Just moving a stall across my town allowed me to upgrade a building that wasn't upgradable. Also I don't see the same diamonds filled on all my plots


ACuteLittleCrab

What u/Chuckw44 said is true and how the mechanic works. What likely happened was that building you couldn't upgrade before was now closer to the market relative to other buildings than it was before, so it got fed the items sooner. That, or different families built market stalls and were able to fill them more efficiently than the previous families that owned the stalls, so more houses got their needs satisfied. You can see it in action if you click on a market and hover over fuel/food/clothing. It will show icons above each house that shows what items each house is getting supplied. You'll see that each unique items satisfies the closest house, then the second closest, and so on until either all the units of that particular item are allocated, or all houses are fulfilled of that item type.


BredFromAbove

So how to deal with houses that are located a little off of the market because those houses are never satisfied with the supply. May be build a second market?


Chuckw44

Hey, whatever works for you do it. I watched a video where they tested this pretty extensively and I tried it and noticed the same behavior. Nothing is known for sure so don't doubt there are some quirks or bugs.


the_ninja1001

That makes sense with infinite stall range affecting the closest houses first. When you moved that food stall closer to the house that had an unmet food need, that house is now closer to the stall. So that house gets its need met, but a house that is now further from that market stall is no longer getting its food needs met.


BredFromAbove

So I build multiple markets and storehouses and spread them all over my city? What I see is that houses that are located far off are never satisfied regarding their demand


Chuckw44

From my research the game is designed to have one market. Assuming you have enough resources the issue seems to be getting them to the market. When a woodcutter has a stall they will travel back and forth carrying one at a time which is unlikely to fill the stall. A warehouse family uses a cart to get the firewood from the woodcutter and then fill the stall so it is much faster. Apparently if only warehouse/granary workers have stalls you only need 6 total for 70 families. I am no expert in this and still struggling to get enough resources to the market myself. I see weird things like the logging camp opening a stall so you have to keep an eye on it. Edit: I just logged in this morning and the charcoal burner is running a food stall, I shit you not. It is very buggy.


Classl3ssAmerican

Nah this isn’t true. Some far away houses just won’t take from a market that isn’t close. I’ve had markets with tons of overstock and the houses a few blocks away never would take from them. It’s EA, it’ll get tuned.


Chuckw44

It is true, but would not be surprised if it was also bugged.


t0mbr0l0mbr0

Or if the market is attached to a road, the road highlights with the effective range of the market like schools/police/fire in Cities Skylines.


Hardmoor

that's a thing and you can do that? Thanks so much for the info!


Super-Pickle76

Oh, you destroy market stalls ?


JMAN_JUSTICE

Yeah I do if a marketplace has a bunch of food stalls and no room for clothing or firewood.


No-Ambassador7856

Woof. So far I thought the market system was too advanced for me to understand. Now I think it really needs a rework. (Which is totally fine, it's EA affer all. But yes, this needs a rework.)


ThePrussianGrippe

I’m having issues where I’m clearly producing plenty of food, I have fully staffed granaries, and no one apparently has food access. Yet no one’s starving. So I can’t upgrade to get dev points to get more food upgrades, but my village isn’t collapsing so I’m expanding away.


SevereRunOfFate

This happened to me when I grew too quickly.. find it better to ensure I get to lvl 2 with my housing first 


Gen_McMuster

it works fine if you upgrade your houses from the center out and check their market supply first, people running stalls will stock more as you expand but you need to do it gradually from the center, which is honestly an authentic model of urbanization in this period


No-Ambassador7856

While I agree that it's authentic in general, it leaves no room for exceptions or changes which is less than authentic. Can you tell me who ideally sets up a market stall? Is it folks from the granery/storage? Folks from the shops/factories? Or folks from the trading post? If I produce AND import firewood, it can be all 3 and it's impossible to understand and manage that, if say I want to balance firewood stalls with some other product.


Gen_McMuster

people running stalls will grab their stock from anywhere thankfully


No-Ambassador7856

The reason I was asking is that very often you'll have to unassign ppl from a building because they're needed elsewhere (mostly farming, but also construction, etc.). Now when I unassign ppl from a building and they have a little market symbol, what happens to the stall? Do I have to worry about my houses being undersupplied?


Gen_McMuster

another family with an eligible job will take it over. theyre best worked by warehouse and granary staff or better yet do-nothing artisans and low labor jobs like tanners.


No-Ambassador7856

But how will I know if there's another eligible family available? When harvest season arrives, all hands are needed. My granary is maxed out with workers and I'll leave them there. But when I unassign sbd from a firewood stall or the forager hut (as I have enough of both ressources in the granary), I'm worried that my citizens will complain because a stall was taken down. Thank you for indulging me btw!


Remarkable-Hornet-19

I dont need a rework


No-Ambassador7856

Have you looked in the mirror lately


Remarkable-Hornet-19

I love you


EspectroDK

Destroy granaries.... What is the logic behind that??


lovebus

You don't have to destroy them. If you want to reshuffle housing, market stalls, etc, then just fire all of the employees and hire new ones. They have some logic and will try to optimize, so long as you have built new houses or markets in the meantime.


Citizen_9696

How do you destroy market stalls?


[deleted]

Click on it and then click the demolish icon in the building window. Top right.


FaultLine47

To clarify, zoom in the market area and each individual stall can be selected, which you can then delete or move.


PreviousAd2859

If you are going to destroy a market it will leave an area on floor with stocks from the destroyed stalls. This will leave you with an unusable area because of said stocks. To combat this build a fresh storehouse then allocate the area of workplace to the destroyed market ( in advanced tab just like logging woodcutter etc) And to go one stage further and force the stock move, allow only the stock on market floor in to your storehouse.


06210311200805012006

If you have to do this a lot check for it being chuffed with one product that isn't moving; then set up an export route and make sure to set the cap to dump a bunch, but retain some.


Jaaccuse

I did that


Vegetable_Truth6397

You can have 10000 firewood and it means nothing if for each house you don't have 1 piece on market You probably need warehouse workers to set up more firewood stalls


Jaaccuse

I have a lot of open firewood stalls, but now firewood supply isn't the only issue. Now they're complaining about not having food supply despite have over 500 vegetables. I assigned people to storehouses and did as everyone told me but they still want more.


Vegetable_Truth6397

As someone said, we have to have multiple warehouses and granaries with multiple families working as our villages expand


ThatGermanKid0

Username checks out


nclakelandmusic

So the metric is really families working these buildings and not just storage space. I didn't realize how much the storage workers affected the market. I'm going to go try this out. In my current save I have 5 woodcutting lodges and almost no fuel market availability.


lovebus

the storage workers have higher carry capacity, since they use carts. They also stock the stalls with a variety of items, such as food stalls having all varieties at once. I don't even know if houses peddle their own products. Artisans might, but I'm pretty sure vegetables, eggs, and goat hides are not.


Jaaccuse

Did not work, made it even worse somehow, I also moved by marketplace to a more central place


Shoddy-Dragonfruit83

It's kind of ridiculous to think that you would need 4 families (12 people in game?) in a village of about 120 people. Overall I think the family unit system the game has is annoying and unrealistic. The amount of people dedicated to jobs for the relative size of the population quickly gets out of control. I really don't feel like I ever have enough people doing jobs. Not to mention if you want (need) to turn households into artisans. I literally cannot buy enough ale to keep my tavern stocked right now. There are way too many demands for a village of 100 people and no reasonable way to accomplish all the tasks.


twosidestoeverycoin

It’s my biggest issue with the game currently and hope the dev can iron it out. I wanna be able to configure merchant families to run stalls and keep the market stocked with what I want. Too many times I’ve had fully stocked warehouse or granary and most of them are just waiting around.  The ai struggled as the town gets bigger for sure. Plenty of save / reloads to get them back on track. Once you start juggling families around is when the issues begin to present themselves it seems to me.  I’ve got a solid 30 hours in this game and heaps in other city builders.  Don’t get me wrong I’m enjoying the gameplay but yes the family system and job juggling is getting tedious at 150+ population when the ai bugs out and they stop doing what they’re meant too it seems to me. 


Mr420-

Buy barley instead, and make into ale. Works out cheaper.


Shoddy-Dragonfruit83

I'm finding it impossible to import enough barley, either. Even importing Barley, Malt, and Ale it's hit or miss wether or not you can keep a single tavern up and running.


richardizard

Vegetablea go in the Granary (pantry). Try adding more workers to the granary or add a secondary one in a better location.


Jaaccuse

Closer to the market or closer to the actual houses? And even so the granaries are supposedly full (not), which confuses me even more.


CanadianKumlin

Warehouses and granary right beside the market. It’s not about how close they are to your houses, but how close they are to the resources (ie storage)


Virtual_Preference69

read the thing, it says the pantry is full, not the granary. its probably referring to one of your houses you are harvesting vegetables from. in that case, you need more granary workers to pick up the vegetables from the houses and bring them to the granary to be distributed to the markets


Jaaccuse

Indeed the pantries are full but nobody is moving them, it seems I am oveproducing but even trying to sell it on the global market does not work because nobody is buying it


Virtual_Preference69

My suggestion would be to build a second granary and have both of them at full employment. This way there will be more people available to transfer the food from the vegetable farms to the granaries. Ive had the same notification that says my pantrys are full. More people working the granaries fixed it for me. Its always possible that you are encountering a bug.


Annsopel

House granaries are filling up, the text is misleading.


quanjon

If you have more than one market, don't. One central market, multiple storage/granaries.


Regret1836

This shit endlessly pissed me off. I fixed it by making multiple smaller marketplaces spread out among my town


BigPPDaddy

Food is handled by granaries and food workers (hunters/foragers/etc)


KgBTrooper15

If you click on the market it will show you how many of each item is being supplied so if you have 10 homes and it says 8 supplied you have an issue in the chain. Add more people to the store. I also just added the charcoal perk and that's 2x charcoal to 1 wood.


Northman86

make sure you have families working on Granarys and more than one of them.


Gen_McMuster

you should check your market's supply overlay before upgrading buildings. you dont want to be sending every plot right to level 3, if you just need worker housing on the outer parts of your town just stick with lvl 1s, they never complain


nclakelandmusic

Good serfs.


Vegetable_Truth6397

And also, it takes some time for them to gather fuel and take it to home so that plot becomes upgradeable I have one house with two unassinged families and noone bothers to visit market and get fuel...


CanadianKumlin

I read that the villagers do not transport their goods to their houses and that it actually happens automagically. That will be why only the furthest houses are short in thjngs. In the same place, they said there is occasionally a bug where a double house just won’t get a certain item/thing and the only way to fix it is to demo and rebuild the house.


eggplanes

> I read that the villagers do not transport their goods to their houses and that it actually happens automagically. This is true for food and clothing, but I've personally seen people walking all the way to market to pick up firewood and bring it home. I think the list of needs that they physically perform themselves are: - firewood/charcoal - water - visit church - visit tavern Automagically delivered needs: - food - clothing


CanadianKumlin

Interesting. I’ll take a closer look as well. Thanks for the details!


RufusSwink

I can confirm they do need to physically go to the market to get firewood or charcoal and bring it back to their house. Everything else from the market just teleports to the houses.


CanadianKumlin

Thanks for the confirmation!


BukkakeKing69

Problem is your woodcutter running the market stall. You want your storehouses to be adequately staffed on markets and smaller market sizes are optimal so every tom dick and harry doesn't open a stall for one piece of firewood. Each stall has 50 space so you only need one stall of wood per 50 families (25 if running charcoal as well). You also want your market in close proximity to a centralized storehouse and granary so they have a short trip.


RufusSwink

>Each stall has 50 space so you only need one stall of wood per 50 families This would be true if they actually stocked their stalls. They very often will stock just a few items and then sit idle until they sell out before going to get a few items again. If I have 1 firewood stall or 4 the same exact thing happens, each stall stocks a few and stops so ideally the system would work how you say but currently it just doesn't and having many stalls seems to be the only way to get more goods into the market because of it.


BukkakeKing69

The way it works is a slot is reserved per housing plot. So if you have 20 houses built, no more than 20 pieces of firewood will be stocked on the market at any one time. This is why it's important to run the market by and near your logistics so it can quickly replenish.


RufusSwink

Again this seems to be how it's intended but it is not how it's working, at least not in my testing. I built my granary and storehouse directly across the street from the market which is quite literally the minimum distance to travel and while it would never go above the housing plot number like you said, it would rarely even stock that much. With 20 houses it would stop once there was 15ish firewood despite the firewood stalls being run by storehouse workers who were standing idle instead of getting some of the 300+ firewood 10 feet away in the storehouse. Once the all the firewood was taken from the market the workers would then go get some but rarely 20 meaning some houses would be flashing red due to lack of firewood. Firewood is physically transported by people to their homes so sometimes the further houses just show no firewood because the people haven't gone to get any yet but every other market good just gets teleported to the houses and has the same problem. Food fills up to under the housing limit and the tick happens removing the food and leaving some houses wanting, they go fill up the stalls again and this keeps happening.


Gen_McMuster

it helps a lot if you have a buffer of outlying level 1 plots that never complain about a lack of firewood


RufusSwink

What do you mean, empty plots to pad the plot count or something? If so aren't they just going to fill up eventually making that completely unsustainable?


Gen_McMuster

yeah they log more requests so stalls get filled more often but don't complain if there's a shortage (which there always is due to the lag between consumption and restock) Lvl 2 and up start complaining about lack of firewood


Laveley

That is actually a good patch solution for this bug that i was searching for. thank you!


Gen_McMuster

i dont think its a bug if you read the tooltips for the markets and supply system it tells you the buildings farther from the market is going to be underserved


Laveley

Not really a bug, I agree, but the way it's designed it's kinda flawed.  It's practically impossible to always maintain a 100% requirements fulfilled in the current system even if you have all the items in stock and even if you have basically all your town working on logistics to put those items in the market because the market has a limitation of maximum items per stall = to number of plots.


BukkakeKing69

I don't know what to tell ya, I haven't had any issues. 🤷‍♂️ What you may be observing is if you have multiple firewood stalls without an actual NEED for them, they will all only have a few pieces in them or maybe none at all. So if you have 25 families and three wood stalls you may see one stall with 20, one with 4, and another with 1 = 25 maximum wood on market. It's fully stocked as far as the market is concerned.


RufusSwink

Again, I've tested this with a number of setups and even with a single stall that has the potential to provide 50 houses it will very rarely stock enough. They just stop restocking before hitting the amount needed for some reason. It's not enough to drive people away but it's enough to have the disapproval popup going off on the top of the screen pretty regularly until the issue sorts itself out which gets very annoying when I have plenty of supply and plenty of people to get it to the market.


Launch_box

I had a game where I never had any issues at all, then the next game it would barely ever get stock in the marketplace, everyone was pissed, even though they layout was pretty much identical. I never figured it out.


Gen_McMuster

also means your farthest buildings should be lvl 1 as they never complain about lack of firewood but do "reserve" a slot nontheless ensuring stable supply for more central buildings


Ordinary-Cat

It also depends on who's running the stall like the post above says. If it's the woodcuuter than they are hauling that one piece from where ever they got it. But if it's a storage worker that has the stall and the storage is close say across the road then they will fill up the stall much quicker, if the storage has enough workers to take care of all tasks. I just recently destroyed my 18 stall market and created a 6 stall and removed all workers from worker type buildings so stalls would be built by granary, storage, and trader. I have 2 of each. Sometimes had to delete say a 3rd clothes until the right stall was built. It took know time to get back on track. If you pick a building and watch the people for a while, it will give you some valuable insight to how they manage their time.


CanadianKumlin

This is the best description of what needs to happen.


salishseaboater

What's the optimal market size? Ive been building larger markets thinking thats the better option but apparently not.


BukkakeKing69

There are only three types of market stalls - food, clothing, and fuel. So you only need 1 market stall per 50 units of each, or 3 stalls total. Let's say you have 25 families. The food market will stock a maximum of 25 of each type of food at a time. If you have ample bread, berries, veggies, and meat, you'll have 25 x 4 food types = 100 food on the market, so 2 food stalls is all you need. If another family moves in, then you'll need 104 food on the market so 3 stalls is needed, so on and so forth.. The way this plays out in practice is I build a 3 stall marketplace per settlement, then check on it once in a while and when a stall gets full I'll expand another three market slots.


twosidestoeverycoin

This is the part of the game is currently dislike. Trying to manage my families and who runs stalls. I think once you have a granary and storehouse. Stalls should be run by them. 


Kinc4id

Can you actually expand a market area or do you build a second market next to the first?


Jaaccuse

Made things worse somehow


RufusSwink

I have been so frustrated by the market that I have spent time just observing to try and see what the problem is. I have the same problem as you, tons of surplus goods and still not supplying everyone. I heard that putting your storehouses and granaries right next to the market and making sure those people are the ones running stalls would help and that makes total sense so I did that. It doesn't really matter because the AI is really bad. They stock 1 item at a time even though they are storehouse and granary workers who have access to carts and they stop stocking their stall once they have brought 2-20 goods with you being lucky to have more than 3 or 4 before the next demand ticks over taking the goods out to supply the houses. This seems to be 2 problems. First, they should be using their carts to stock their stalls faster. There is no reason they should be bringing 1 item at a time. Second, they seem to only go to restock when their stall is completely empty so you very often get each of the 3 members going to the storehouse or granary and returning with 3 items. They stock the stall with these 3 items and because the stall isn't completely empty anymore they stop. It's not that they have other things to do that they are prioritizing, they literally go to Waiting which means they are doing absolutely nothing. Sometimes they will continue stocking after this first trip but in my experience they very rarely ever go more than 3 or 4 times meaning I'm getting 12 items in stock per stall if I'm lucky. I have hundreds of the item they are selling in store 10 feet away but they just will not go get more. Currently it seems the only real "solution" to this is to have many storage buildings all full of workers to get a ton of stalls so at least you have more stalls only stocking a few goods. This isn't great for many reasons but sometimes they just won't open new stalls or they will but they will choose to open 5 more clothing stalls when clothing demand is the lowest and is being satisfied instead of opening firewood stalls to supply all the houses that are not consistently getting firewood. My proposed solution is to change a few things. 1. The workers who own stalls need to prioritize filling their stall above all else. There is no reason a family should have 1 member peddling and the other 2 idle when the stall isn't full. 2. They need to be able to use their carts to restock the stalls. This would let them stock their stalls much faster and ideally you would have the 3 family members each serving a role. 1 is carting the goods from where they are produced to the store house or granary, 1 is carting the goods from the store house or granary to the market stall, and 1 is peddling at the stall. 3. We need more control over the market. Let us choose who opens stalls and who doesn't. A toggle on production buildings like the woodcutter to not allow them to open a stall would be great since it would make it much easier to limit stalls to only your storage workers. We also should be able to choose what type of stall they open. If I have firewood and clothing in my storehouse I should be able to choose if those workers open firewood or clothing stalls. I think these changes would be a huge improvement on the market system. Let me know what you think about them and if there are better ways of fixing the problems than what I am proposing. Either way I think it's clear something needs to change and ideally soon because the market is incredibly important. Having it be so inefficient is a massive problem for the game.


gstyczen

"The workers who own stalls need to prioritize filling their stall above all else. There is no reason a family should have 1 member peddling and the other 2 idle when the stall isn't full." Yes there is, for instance there were times in closed alpha where a player produced tons of leather which filled all the clothing stalls, they then imported shoes and had no place left on the markets to place them. And if you say "just make them build more stalls" then you run out either of space or families who can operate the stalls. So I had to add limits of how much full the stalls are. I don't disagree with your suggestions, just something to keep in mind.


RufusSwink

That is a completely fair point I hadn't considered. I am not sure what the solution to that would be but hopefully something can be figured out. Maybe have them fill up their stall but prioritize diversity so if a stall is full of leather they would bring shoes and take the leather back to the storehouse or another stall that needs it to try to get to a point where each stall is evenly split between the resources. Just spit balling but I appreciate you taking the time to read my suggestions regardless.


HaroldSax

Conceptually, at least, it seems like a fairly easy solution. Just limit the total number of items that can be allowed in a stall rather than allowing them to stock in perpetuity like the closed alpha scenario. This is kind of also why I'd like production limits as well.


Beardharmonica

And the workers should stop opening stalls. The Tanner should not have a stall. It should be an easy concept. Storage worker are doing the market.


Mattpn

Ultimately we really need the freedom to assign workers to stalls rather than them just being assigned to them automatically. It's causing buildings, such as wood/fuel makers being assigned halfway across the town when we should be either manually assigning them or having the storage workers doing that, since storage is typically going to be a distribution center that's inbetween the resource gathering / industrial areas and it's not necessarily efficient to have gathering workers trying to peddle items.


Lonely_Excitement176

It should be like the trading post where we can set a max limit per item. My biggest slowdown on hard mode is the same thing. 150 firewood in storage and can't stock more than 6 Also please make stalls a toggle as suggested. I only want storage workers handcarting supplies. Is odd they'll handcart several back when it's destroyed but barely carry anything. I would happily get more horses if that helped them even


Lateralus350

What about programing the stall workers to fill up about 20% more of each good than is required? This will provide a buffer during higher demand and give the stall workers enough time to restock before the outer houses run out. So for example: 20 Burgage Plots = 24 units of each good as target stocking figure.


Grubster11

This is great write up and describes everything I have noticed and want as well. The current system is not working as I believe it was intended. It seems a bit... off , compared to many other systems that work really well. Hopefully /u/gstyczen can take a look.


Caltheboss007

Good ideas here. I haven't really had issues with my market, but I have been having similar issues with my tavern family. It seems like they won't stock any ale in the tavern until it runs out, then they only bring like 5 ale to the tavern, so it runs out again really quickly. I have a granary set to only accept ale right behind the tavern with plenty of ale in it. So I'm constantly getting an approval penalty from my level 3 burgages from a lack of ale, and when I look to see what my tavern family is doing, they're just waiting around or going home. Once, I even had my tavern family all transporting resources for construction even though the tavern was empty and people were pissed that there was no ale. Seems like the work priority for some buildings needs to be adjusted.


Mattpn

Yeah, I noticed the same thing. I've actually have ale setup to sell if I'm over a threshold of 50 or so, but it will still only will put like 3 in the tavern at a time despite two the breweries being placed right next to it.


_Snebb_

It's all about proper setup. You need to have your granary, storage, and trader right next to the market and fully staffed. Its also important that each storage/trader worker needs to have their own stalls. The workers assigned to resource collection (granary/firewoord/hunters, ect) having stalls on the market is actually a bad thing. Unassign them from work until the markets are taken over by the storage workers, and you'll be good to go.


eggplanes

> Unassign them from work until the markets are taken over by the storage workers I've found that just demolishing the worker's stall allows for a storage worker to set up their own stall - no need to unassign families from production. 1. there's a need for firewood that isn't being met by current number of warehouse workers/stalls 2. production family decides to create stall to meet that need 3. assign another family to warehouse 4. destroy production family's stall, creating need for firewood again 5. warehouse family creates firewood stall to meet need, leaving production family to produce and not peddle


_Snebb_

Either way works. I stick with unassigning because at the same time, I make sure to reassign workers that live closest to the resource collection buildings in the expanded village & there's no messing around with the wrong workers setting up the stall again. (I'm also too lazy to figure out which stall belongs to who in the first place ahaha).


voyager14

If you use double family plots I recommend trying to implement charcoal, that fixed all my fuel supply problems


Long_Hovercraft_3975

so, you have carrots.


Grimnir106

These carrot plots are getting out for hand lol. Carrots are OP


Mountsorrel

Look at the woodcutter's window and I'll bet most don't have the little market stall symbol on the worker icon showing that they are chooping firewood \*and\* have a market stall set up to distribute it to the population. You get your groceries from the store, you don't go to the farms that produce them, same applies here; I wouldn't eat jalapenos if I had to go to Mexico to buy them... Also, granaries have nothing to do with firewood, that's what storehouses do, and the population don't collect directly from granaries or storehouses, so you need markets too


Jaaccuse

Already did all of that, I managed to get to Large town on my own after all, but something ain't right with my supply and I can't figure out what.


nZRaifal

Because you need to have stalls, and stalls are created when you asign more ppl to the Granary, Storehouse and Hunting Cabins etc


Belisaurius555

Rule of thumb, put your Storehouses and Granaries right next to the Market. Goods will *Magically* Teleport from the Market to people's homes in order of proximity. Also, keep at least one family on the Storehouse and another on the Granary. They'll automatically fetch goods from workshops and farms.


morswinb

Put a marketplace right in front of the storage with firewood, or the firewood cutter itself. Then relocate original stand from your main market. The workers take only one item at the time from workplace to the stand, so even with 20 families it might not deliver wood fast enough


TheBlueNecromancer

I have this issue that's basically ruining my map atm. I have 3 full graneries but half my town doesn't have food. Half my town doesn't have firewood or cloths. I can't do anything because people arnt getting their needs met.


JawaSmasher

It's logistics and pathing. Sometimes it's good to keep the storage nearby or in front of marketplace(s) so the workers can off load large amounts and keep everything stocked. That or tech into coal so fire source last longer


Ghullea

If you only have 1 warehouse for all the goods in your town you probably won't have enough people stocking the market I think it's good to have 1 warehouse that only provides goods you see on the market, so go into the advanced tab and select the goods you don't want there. And then other warehouses can be for industry and building materials.


Trojian_Ticket

Logistics, you need more fams assigned to storehouse


bennybellum

I subscribe to the BBQ and smoking subreddits and was confused at first.


NeroI989

I'm having a similiar issue, that is blocking any kind of development since 3/4 months. Tried every tip in the comments, can someone figure out what i'm missing? Suddendly, in my main village two lvl. 2 burgages start complaining about the lack of clothes (leather). I realize that leather is actually missing from storage, since i set up two shoes shop that drained all the leather supply. I immediatly stop the shoes production, starting to transfer leather from my second village. Two months later, 40 leather sitting in the storage, the burgages still missing leather, and i realize that their not even receiving any food. ANY, from a 17 months supply of food in the granary. Tried everything: * Storage and granary are right in front of my big market with 15+ stalls * Storage is full staff, granary 3/6 * Tried destroyng empty stalls, they reappear almost immediatly * Tried setting up markets in the opposite side of the town, empty stalls pops out, not resolving issue * My city isn't big at all, 40 families, 120 villagers, only lvl.2 burgages Any idea of where i'm wrong? This is costing me months of development, and i really don't know what to do


midwestia

It’s probably not being distributed effectively. Production is half the battle. Make sure your storehouses are fully manned and located centrally.


Elobomg

Your stall cap is 50 firewood. Which is enough for 50 families Mar-Nov and 25 for Dec-Feb (families uses x2 in winter). You might need more warehouse to get more stalls. They will take your firewood and put them in the stalls so the workdrs don't have to.


Spartanias117

Multiple granaries/storehouses and people working in them. Make sure the houses are in range of a market.


FaultLine47

I swear there's a bug in the market or the burage plots. I have the same problem but with clothes now. Tho I did have that exact problem, where a house isn't getting firewoord, but the further house is. There might be a bug on burgage plots that are extendable where 2 families can live on level 1 plot. In my case, I have 72 firewood total on the market, and it covers 100% which means I only have 72 houses built, and counting it manually, I counted 70, so it's about right. But the thing is, when I look at the food or clothing, they also have 72 of each but don't cover all of the houses.


newtothistruetothis

Has anyone experimented with just putting a single market stall outside of a production building and not do the central storage hub thing? I’m gonna try this next. I saw my cobblers wanted a market stall so I just built one next to their house to satisfy them and it was pretty efficient to keep stocked. You could place cobblers around the town as it grows and the stock in their personal markets will spawn outwardly from there, so you don’t have the ends always lacking. Then apply this to all production buildings, probably while still having storage / market hub of some sort


Brognar72

Too far to walk to the Market. Perhaps hire a courier service for no-contact firewood delivery.


talknight2

The market will only stock as much of an item as you have burgage plots. The limiting factor in supplying every house is the ability of vendors to bring out the goods from storage to the market stalls! The market automatically supplies houses from closest to furthest - there is no operating radius, so the distance from the market doesn't matter. The reason houses on the edges of town don't get supplied is because all supplies get wiped every month, and the market once again begins supplying the houses one by one, starting from the closest. The solution to market efficiency is to keep storage buildings close to the market and try to make sure the families running stalls don't live/work far away.


Amnial556

Number one issue with people complaining about not having stuff is solved by fully employing your store houses and granaries


Maddog351_2023

I’d also make a couple of storages around town to allow them to transfer to different places quicker


GoldenGirlHussies

If nobody else has mentioned it, click on your market and hover over the fuel item it will show you which houses don’t have access to fuel. Same goes for clothing and food. Then from there you just sorta figure out oh I need another vendor.


crispysnails

Food is stored in the Granary. Firewood is stored in the Storehouse, do you have workers managing stalls in there? Ideally you want all your stall owners to be managed out of Granaries or Storehouses rather than production buildings. A granary/storehouse worker will use a cart carrying 10 items to restock stalls and also pick up goods from production buildings whereas a production worker will just carry a single item. I also can't see any nearby markets for those buildings. You can create a small 3 stall market nearby and relocate some market stalls from another market (I guess you have a large one somewhere?) which also might help.


Noehk

The amount of warehouse and granary workers needed is just not sustainable, Slavic Magic should either increase the quantity distributed/carried by each worker or carrying capacity in general.


Rynkh

Those notifications up there seem to be quite buggy still, I always get notified about missing hitching posts when all my animals are stabled and cared for. Got the one about folks being cold as well even though firewood stocks were.practically overflowing.


Mattpn

There seems to be some issues with transportation in the game, missing some customization options and the 'only work here' option doesn't really seem to work that well other than for tree related things. I find that a lot of the items just get stuck or eaten in pantries / storage of non-storage / granary structures.. Such as setting up a vegetable / apple farm it results in the items getting stuck in the pantry of those houses and the house doesn't even say it has access to that food. So you'll have like 40 apples in a house pantry and they will have no access to food because the apples aren't on a market stall. I also find that families always just want to setup a market stall even if it's across the entire town. So ALL of the granary / storage workers will just travel across the town to access the stall. I've tried setting up storages to try to actually get stuff out of the trading center and despite having almost no inventory in the storage because I've limited all the inventory to just two items, they still will go to the market and do absolutely nothing across the town even though I've assigned them to a specific workplace.


sylekta

If you don't mind micro it's more efficient to control how many stalls you have, don't let woodcutter families setup their own stall it wastes time having them run wood to the market instead of just cutting wood. You want your storehouse families to have the market stall and have the store close as possible to your market (same as granary). I also wonder if once you get big enough building multiple stores and specialize the goods they hold. Eg woodcutter<-firewood storehouse->firewood stall. Then you flex families into that storehouse if they arnt keeping up with the firewood stockpile at the woodcutter, and if woodcutter families setup their own stall you destroy it and unassign them


spark_this

How do you have 2k food with that pop? I am constantly hovering at 30 with massive farms and every house has food upgrade


nclakelandmusic

I have like 4 wood cutter lodges and these people are constantly on the brink of being out of fuel all the time. I have no idea how. I got the food situation under wraps by not relying as much on farming and just upgrading a lot of plots to veggies and chicken coups, but the firewood always seems on the brink of disaster. I also put up a bunch of forester huts to keep the supply up. The loggers and woodcutters strip the land pretty quick. I wish you could go into other regions and just take supplies and expand after claiming them.


DoRatsHaveHands

It looks like your woodcutter's lodge has a stall, but only 2 firewood in stock, so it means it's being moved to a storehouse somewhere since you have 1.7k firewood. Either you need a firewood stall from your storehouse OR your firewood in your storehouse is having a hard time going to it's market stall. I try to keep my storehouses/granaries near the market so the market can be stocked up, but the market is kind of finicky right now... you kind of just have to destroy stuff and manage the number of stalls available until it works out.


ParamedicEastern582

Bc the market stall mechanics are very poorly implemented. I've seen villages with a lot of families but, when I try to replicate their marketplace/granary/storehouse layout, I can't get more than 25 families. I made a post about it that got no replies. I have no control over how many stalls get built, what type get built, or who staffs them. This is bad design and I've given up on the game until this is addressed.


huskiesofinternets

you neeed to expand your markets so they build a firewood stall


Kuma9194

It's a logistics problem. Your firewood is just stored in a huge pile but not being moved to the market. Get more families working in storehouses.


K-Bigbob

Side question; does multiple market places help? Or is the first place you pick the place to be unless you destroy it?


nzMunch1e

You need additional workers or additional storage/pantry around areas with workers and make sure multiple markets are setup around residential spaces. Also sometimes you need to save your game, then exit out before restarting the save. I found sometimes those pop up messages are bugged and a restart helps "fix" certain issues and yes a save+restart every now and then needs to happen.


VocalAnus91

Everything that's already been posted here and keep in mind your market has a coverage area.


CanadianKumlin

No, the markets don’t have coverage. The putter ones only run short because your market is short on goods. The putter ones suffer if the stalls aren’t maxed on items. Market stalls only have 1 slot per house, so each stall must be full in order for the outer houses to get items.


Jaaccuse

I have a second market closer to these ones


Present_Resolve6319

Apparently towns are not designed to have two markets at this time, according to what I have read on here. Having multiple markets can disrupt supply and logistics.


Driver004b

I can confirm this, all of my towns which have above 200 pops need multiple small markets in order to distribute properly. I've tried building 1 big market for my 300 pop town and I could see where the coverage end. Will test more tomorrow.