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I think you are doing the right thing. That's how I export all the tools I make. I set the surplus to zero. It never gets it all, but it does a nice chunk every month.
I do have a trade route for tools because they are a major trade. You don't have to have a trade route for iron ore, but you could try that. I would be sure to save first because buying a trade route for iron will jack up the price for all future trade routes you want to buy.
I built my bloomery right next door to my iron mining pit, and then set up a burgage as a blacksmith two doors down from the bloomery. The ♥♥♥♥ just shuffles right out the door, and Tools sell for 6 while iron ore only sells for 3.
At any rate, sometimes the random traders (or even dedicated ones) can be a little slow re: monthly visits. Depends where they're coming from and where your Trading post is, a little, too.
That said if one has a surplus of many hundreds or even 1000's, it's pretty hard to ever get rid of it all - at least if you never stop/reduce production of the good in question for a while.
Workers in the trading post will also import and export items as well as collecting the items from the granaries and storehouses and taking them to the trading post.
Items in the trading post are split into two types, minor and major.
Minor items can be imported and exported without a trade route though you'll be reliant on your own workers and the occasional passing (on foot) trader but major items need a trade route set up to be imported or exported.
Major items can be set to import/export without a trade route but all that will happen is that the trading post workers will start piling up the item in the trading post, it wont go any further until the trade route is bought (I suspect the way this currently works will be changed a bit in the next update).
I discovered that because I built a bloomery and a storehouse directly next to the iron pit it stores all that ore and slab locally, then takes a ridiculous amount of time for the workers to bring any of it to the traders or marketplace- which is far across the map.
I'm guessing this is a case where I want to assign families and a pair of oxen to the storehouse there?
And another horse to the trading post?
Also appreciate and will heed the advice to turn the ore into something else and sell that instead/as well.
If I build homes so far away from my market, though, won't those remote locations suffer from the way household needs are met? I've been struggling with 42-47% approval already...
The only use for the horse is for the trader to take off and sell the goods themselves.
That makes sense. I didn't even think to build a second trade post nearby.
I hope there is a at some point a perk or upgrade for larger carts (like horse-drawn) or a better means to control (at least see) inventory flow to identify hangups.
And while I'm griping... I get the "realism" of placing wells over underground water, but there really should be an option for water storage.
If a brewer, malt maker, and bakery can produce goods by magically getting water without a peasant fetching it from a well, then I'd appreciate a "magic" way to get access to water during fires.
The more I play this "difficult" map...with low fertility, low food options and sparse water...the more I wonder if I'm some kind of sadist.
My setup has the market in the middle of town, my granary on one side of this and my storehouse on the other. I have food production on the granary side and industry production on the storehouse side. For the sake of explanation well say Granary West of market and Storehouse East. Then I'll put the Malt house, Brewing, and Tavern South and the Traders North. This puts everyone logistically close to where they get their goods from.
Here is an example of one of my villages. The bloomery is where it is because my iron mine was very close to town.
https://steamcommunity.com/sharedfiles/filedetails/?id=3263859377