Manor Lords

Manor Lords

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How do markets work?
Made a 30+ stall market.

Noticed some close homes not getting basic good.

Made another small market near them but no new tents show up and it looks like goods are shared between separate markets.

How to even out distribution of good pls help Tropico had a good system for this
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Showing 1-15 of 46 comments
Agony_Aunt Jun 12, 2024 @ 5:09am 
Markets work better than before and now account correctly for multiple markets/stalls.

So, first, just do a check. Pause the game, count your requirements for all your plots, then go through every stall and confirm in total you have enough to support them.

If not, it means you have a supply problem from your granary/storehouse and might need more workers or more granaries/storehouses to get the goods moved. Another trick, when i got a very big town, was to allow the traders to set up stalls. Normally you don't want this, but i've found with huge towns it can help with supply issues to markets.

Also, i've found when getting big, its better to have multiple markets spread out with supplies from each production hub. However, you're saying homes close to the market are not gettting goods (but those further out are?) which i've never had happen.
Didz Jun 12, 2024 @ 5:10am 
A market covers the entire map. So, there is no need to build local markets.

Families set-up market stalls to sell their goods, but its considered best to restrict those families who can do so to the families that work the Granary and Storehouses as otherwise it distracts families from their main trade.

Families but the things they need from the market stalls, but obviously they can only buy the goods that are available. So, if they visit the market and the stalls don;t have what they want they go home empty handed. This tends to leave the burgage plots farthest from the market suffering if there is any shortage of supply, because those closest to it will tend to buy up all the stock they need and not leave anything for the late comers.

I don't think there is anyway to even out the distribution of goods. The settlers are selfish and will always take what they need on a first come first served basis. the trick is to make sure there is enough for everyone.
Agony_Aunt Jun 12, 2024 @ 5:17am 
Originally posted by Didz:
A market covers the entire map. So, there is no need to build local markets.

That's the theory. I've found in practice you can have way more than you need in a central market but outlying burgages still show they don't have enough. It can't be a transport issue since they are meant to teleport to the burgages as required, so there is something funky going on.

Building local markets does seem to solve the problem though.

In my last big town, i had one plot on the edge that complained about a lack of something (can't remember if it was fire, food, or clothes), yet my central market was overflowing with everything and nearby storehouses had loads of everything.

So, as a test, i created a small market near that house, put a new storehouse and grannary near it, and boom, next month the problem went away.
Didz Jun 12, 2024 @ 5:30am 
Originally posted by Agony_Aunt:
So, as a test, i created a small market near that house, put a new storehouse and granary near it, and boom, next month the problem went away.
The question being was it the Local Market that made the difference or the fact that you just doubled the storage and manpower of your Granaries and Storage Depots. Plus presumably increased the number of market stalls and the volume of stock.

Did it work without the extra granary and storage house?
Last edited by Didz; Jun 12, 2024 @ 5:31am
Iskar Jun 12, 2024 @ 5:36am 
I have one central market and supply is independent of how far outlying houses are. What seems to matter is how many storage/granary workers there are and how long they need to get to the market.
Didz Jun 12, 2024 @ 5:39am 
Originally posted by Iskar:
I have one central market and supply is independent of how far outlying houses are. What seems to matter is how many storage/granary workers there are and how long they need to get to the market.
That sounds more likely to me than local markets.
Fortigan Jun 12, 2024 @ 5:43am 
Originally posted by The One True Morty:
Made a 30+ stall market.

Noticed some close homes not getting basic good.

Made another small market near them but no new tents show up and it looks like goods are shared between separate markets.

How to even out distribution of good pls help Tropico had a good system for this
This should answer all your questions
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
Agony_Aunt Jun 12, 2024 @ 5:43am 
Originally posted by Didz:
Originally posted by Agony_Aunt:
So, as a test, i created a small market near that house, put a new storehouse and granary near it, and boom, next month the problem went away.
The question being was it the Local Market that made the difference or the fact that you just doubled the storage and manpower of your Granaries and Storage Depots. Plus presumably increased the number of market stalls and the volume of stock.

Did it work without the extra granary and storage house?

Don't think it was anything to do with the extra granaries/storehouses, i usually have way more of those than i need anyway. I had two large granaries/storehouses fully staffed around my central market (literally right next to it, i'd planned for it, leaving space as I grew) and not so far out more storehouses and granaries.

Pretty certain it was the addition of the marketplace.

Furthermore, IIRC, the problem fixed itself before the granary/storehouse was built.

Just took one of the stalls from the central market and moved it to the new market. Worker moved, rebuilt, and started transferring goods.
Fortigan Jun 12, 2024 @ 5:48am 
Originally posted by Agony_Aunt:
Markets work better than before and now account correctly for multiple markets/stalls.

So, first, just do a check. Pause the game, count your requirements for all your plots, then go through every stall and confirm in total you have enough to support them.

If not, it means you have a supply problem from your granary/storehouse and might need more workers or more granaries/storehouses to get the goods moved. Another trick, when i got a very big town, was to allow the traders to set up stalls. Normally you don't want this, but i've found with huge towns it can help with supply issues to markets.

Also, i've found when getting big, its better to have multiple markets spread out with supplies from each production hub. However, you're saying homes close to the market are not gettting goods (but those further out are?) which i've never had happen.
You don't need to count your burgages or look at individual stalls. You can just click on your market and hover over the % of each good type to see everything.
https://steamcommunity.com/sharedfiles/filedetails/?id=3266342437

They will stock each available item up to the number of burgages. So if you are 100% in something, the highest number in that list will be your number of burgages.

Originally posted by Agony_Aunt:
So, as a test, i created a small market near that house, put a new storehouse and grannary near it, and boom, next month the problem went away.

Secondary market locations don't change your ability to supply your burgages. All that matters is the total amount of goods in the collective markets. You either have enough goods in the market or you don't. If you have the goods but not enough in the market, then you need more logistics workers and available stall space. You could have a burgage at the far end of your region and it would still get supplied if you had enough goods on the market. Their range is the entire region.
Last edited by Fortigan; Jun 12, 2024 @ 5:57am
Didz Jun 12, 2024 @ 12:28pm 
Originally posted by Fortigan:
Originally posted by The One True Morty:
Made a 30+ stall market.

Noticed some close homes not getting basic good.

Made another small market near them but no new tents show up and it looks like goods are shared between separate markets.

How to even out distribution of good pls help Tropico had a good system for this
This should answer all your questions
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
I've just read this and it's very useful.
Agony_Aunt Jun 12, 2024 @ 12:43pm 
Originally posted by Fortigan:
Secondary market locations don't change your ability to supply your burgages. All that matters is the total amount of goods in the collective markets. You either have enough goods in the market or you don't. If you have the goods but not enough in the market, then you need more logistics workers and available stall space. You could have a burgage at the far end of your region and it would still get supplied if you had enough goods on the market. Their range is the entire region.

That's the theory. I'm talking about the reality.

Many times with large towns i've had more than enough in my markets, but outlying burgages were not getting supplied.

To fix it, i made local markets, and that worked.

At the end of the day, when playing the game, someone on the internet telling me markets have unlimited range doesn't help actually supply outlying burgages.
Fortigan Jun 12, 2024 @ 12:56pm 
Originally posted by Agony_Aunt:
Originally posted by Fortigan:
Secondary market locations don't change your ability to supply your burgages. All that matters is the total amount of goods in the collective markets. You either have enough goods in the market or you don't. If you have the goods but not enough in the market, then you need more logistics workers and available stall space. You could have a burgage at the far end of your region and it would still get supplied if you had enough goods on the market. Their range is the entire region.

That's the theory. I'm talking about the reality.

Many times with large towns i've had more than enough in my markets, but outlying burgages were not getting supplied.

To fix it, i made local markets, and that worked.

At the end of the day, when playing the game, someone on the internet telling me markets have unlimited range doesn't help actually supply outlying burgages.
I'm in a testing group on the official discord, I've played over 500 hours, and spoken to the dev about this exact topic.
Trust me, the range is infinite. If you are not getting 100% supplied, then you are missing something from being stocked in your market. You do need to have an amount of EACH item = to your total burgages in order for every burgage to have it. It is no more complicated than that. You having extra people stocking your market or your new market being closer to the resource being stocked to it could have made the logistical difference, but where your burgages are in relation to the market does not impact that supply %
Last edited by Fortigan; Jun 12, 2024 @ 12:58pm
CatPerson Jun 12, 2024 @ 2:43pm 
Originally posted by Agony_Aunt:
That's the theory. I'm talking about the reality.

Many times with large towns i've had more than enough in my markets, but outlying burgages were not getting supplied.

To fix it, i made local markets, and that worked.

At the end of the day, when playing the game, someone on the internet telling me markets have unlimited range doesn't help actually supply outlying burgages.
It's not theory, it's reality. The way they are designed. You could build a house on one side of the map and a market on the other side, and that house would be covered.

I have built a single large market area (30-40+ spaces) for all my large towns (500-600+ population) and they have had zero 100% supply issues, usually with 10-15+ empty stall spaces still available.

That said, one issue (this is theory/what I've noticed/could be AI glitches) is that any current market stalls can sometimes get full with not every single type of good they can stock. Example: you have four food stalls that are completely full but it's like 25 berries and 25 bread, and because of this they refuse to stock that honey you just starting producing, and ofc, some other food stalls where their owners are apparently too busy to keep their stall much stocked at all. Occasionally I've seen a stall that had 50/50 leather, and zero shoes, too. Hence you may think you have "plenty of stuff" in the market but some homes still think you don't because it's not enough total meat, or leather, or coal, or clothes/cloaks, or berries, or whatever else within every one of those stalls at any given time.

The solution to this has always been (in my saves at least), to either - in early version - destroy an entire market and rebuild it (forcing everyone to rebuild/restock their stalls, which usually resets their stocking priorities and evens it all out again) or - current version - to simply allow someone else to make a new stall in the same market area, (add another Family to a warehouse or whatever) and hope that stall gets more varied/full content to round it out. The latter works a lot better in current version than it did initially, I find. I haven't had to do the destroy market/rebuild it thing in a long time.
CatPerson Jun 12, 2024 @ 2:59pm 
^ Postscript - you need way more food stalls then clothing/firewood stalls because of different use/consumption rates as well as the fact some of those food stalls are almost always going to be largely empty/not stocked well over time, for whatever mysterious AI reasons. The ratio of the 3 types of the stalls you want in a market is not an even spread.
SgtSpud Jun 12, 2024 @ 4:58pm 
When you click on a market it will show you the coverage in percent of food clothing and firewood, if any of them are below 100% you need to add a family to either a storehouse for firewood a granary for food. clothing can be a bit tougher as every family you put in a storehouse wants to create a firewood stall even if you have full firewood coverage. My workaround is to allow the tannery to create a market stall, then pause game deselect the tannery option for a clothing stall then transfer the family to the storehouse and put a free family back in the tannery.
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Date Posted: Jun 12, 2024 @ 4:52am
Posts: 46