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1) the OP clearly intended for them to be chickens. Yes, you can change them later, but that is beside the point. Intent was made clear.
2+3) I wasn't talking about output, only storage space - but the extra manpower is nice to have - I would rather get 4 laborers than 2 artisans when I T3 a home.
I have the game on GOG, so I had to deal with the storage space problems a lot longer than people on Steam. It's the style of play I had to adopt to move forward in the game.
I often find myself with more than enough resource but still can't always get 100% for each resource. I find myself somewhere around 3-5% short (95-97%) for at least one of them. I can't figure out why. My storage and granaries are adjacent to my markets. Until I can resolve this problem, location absolutely remains relevant.
What you put there is utterly irrelevant to the design. Maybe you don't need more eggs but are lacking leather? Goats it is.
Speaking of which, the veggie garden could also be an apple orchard, right? Are those as efficient as veggies or could (should if min/maxing?) they be a bit bigger?
As I said, the storage space is not a concern in the current game version. As for labor, you get that whether it's a vegetable garden, goat herder, or chicken coop.
The reason location doesn't matter is that the range of the marketplace is infinite. The only good physically taken out of the market and delivered to the burgages is fuel. This happens by 1 individual, no matter how many live there, and only once a month. The marketplace has nothing to do with consumption. They will consume food and fuel even if you don't have a marketplace. The marketplace is a visualization of a happiness mechanic.
When something is consumed, if it is available on the marketplace, it is taken from there first. This causes your % to drop below 100% until it is restocked. This is resolved for fuel by having charcoal. It results in a double supply in the marketplace, so your % never changes. You are overstocked. You can simulate this for food by having extra T1 burgages. You get a food buffer = to the number of those T1s on the edge of town. Your market supplies the closest burgages first, and each of those extra burgages increases the amount of each food that can be on the market. So imagine you have 100 burgages and 4 food types. That would result in stocking 100 of each of those 4 foods. The T1 burgages on the edge of town will only need 2 food types to be happy. You would have to consume a number of each food type greater than your number of T1 burgages in order for the % to drop below 100% needs filled.
So, if you actually have the needed foods and the granary staff to stock them before your established buffer runs out, you will maintain 100%, regardless of how far away they are.
I hope this better explains how market logistics works. I've written a guide on the subject and spoken with the developer about how it all works. There was recently a vote on his discord for options to improve the ability to supply the marketplace.
They need to be bigger to be equally efficient.
Can you point out the words or phrases that were used in hostile intent towards you? Because I looked real hard and couldn't find anybody trying to offend you. Only to correct your misunderstandings.
What's with the unwarranted hostility? You could just a well simply have ignored my advice, if you felt it was unwelcome. I was simply intent on offering some help.