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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.
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.
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.
Did it work without the extra granary and storage house?
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
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.
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.
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.
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 %
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.