Manor Lords

Manor Lords

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FinaL Jun 9, 2024 @ 2:10am
"No Fuel / food stall supply"
So I don't know why, but I have an issue with this. My remote burgage isn't somehow connected to the suplly stalls even when I have plenty available. I have a market space right next to the burgage because I thought it's maybe too far away, however no market stall is opening up there. What do? Build another firewood cutter to have more market stalls ?
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Showing 1-9 of 9 comments
FinaL Jun 9, 2024 @ 2:16am 
k just found out. I selected my firewood cutter, one of the families that has a shop and moved it to the new market space. Weird.
Agony_Aunt Jun 9, 2024 @ 2:44am 
When this happens i find it simply best to create a new marketplace near the problem house and move an existing stall to cover it. (seems like that's what you did).

It used to be multiple marketplaces wouldn't work right, but since the new patch, seems to work much better.
Dave Jun 9, 2024 @ 3:40am 
Yup, something is really messed up now. 1700pop city with 78k wealth and 18m of food supply now hungry, 0wealth 2m of food supply. 7k firewood, yet 164 thumbs down due to no firewood market stall supply. People are cold and starving. Clothing stalls are filled nicely but everything else is falling apart. City is dying, cannot find the error.

Lots of unassigned people still in the village, I'm still paying for mercenary I hired 20 years ago. To me it seems like this latch fixed nothing and only made things worse. Pack station used to distribute goods nicely. Now it seems nothing is transported. Trading posts do not export stuff only when importing stuff is turned off, all of them. The city cannot import if I want to export.

I hate to say it but this needs a hotfix asap. City was killed by the patch

-edit: bread is not being added to granary although they have no stall privileges. 48bread just sits there. 100s of grain and flour available, doing absolutely nothing. I'm getting messages the commonal oven has run out of space, yet I only have 150bread in the city, export died
Last edited by Dave; Jun 9, 2024 @ 4:17am
Jabberwocky Jun 9, 2024 @ 4:15am 
Originally posted by Dave:
Yup, something is really messed up now. 1700pop city...

That's the culprit right there. The engine, at this point in development, for some reason cannot process the tasks of more than roughly a 1000 citizens across the whole map. Once that number climbs above 1000-1500, AI routines start to break down. Pathfinding issues, delays in completing tasks... market stall workers unable to restock in time and keep up with consumption...

I've experienced this in my previous "restoring the peace" campaign where my global population climbed above 1600. I had two similar sized newly settled regions. One in Eichenhau, one in Zweiau. Both around 200 settlers. Both had two hunting camps, two foragers, all single burgage plots had chicken coops and all double plots had vegetable gardens and/or orchards. Both regions had a manor and the policy for deer hunting enabled.

Zweiau was overproducing meat... 1.2k units of meat, ready to export.

Eichenhau was starving. Same population, same food infrastructure.

But they both started out with over 20+ months of food and fuel supply before my global population rose above, let's say, 1200 or so.

I also noticed military units sometimes taking ages to react to commands... especially dangerous while in combat!
Last edited by Jabberwocky; Jun 9, 2024 @ 4:21am
Dave Jun 9, 2024 @ 4:18am 
Yes. Military does not respond well. Takes 20 clicks
Agent Jun 9, 2024 @ 4:19am 
Originally posted by Jabberwocky:
That's the culprit right there. The engine, at this point in development, for some reason cannot process the tasks of more than roughly a 1000 citizens across the whole map. Once that number climbs above 1000-1500, AI routines start to break down. Pathfinding issues, delays in completing tasks... market stall workers unable to restock in time and keep up with consumption...

I've experienced this in my previous "restoring the peace" campaign where my global population climbed above 1600. I had two similar sized newly settled regions. One in Eichenhau, one in Zweiau. Both around 200 settlers. Both had two hunting camps, two foragers, all single burgage plots had chicken coops and all double plots had vegetable gardens and/or orchards. Both regions had a manor end the policy for deer hunting enabled.

Zweiau was overproducing meat... 1.2k units of meat, ready to export.

Eichenhau was starving. Same population, same food infrastructure.

But they both started out with over 20+ months of food and fuel supply before my global population rose above, let's say, 1200 or so.

I also noticed military units sometimes taking ages to react to commands... especially dangerous while in combat!
That's still a lot of citizens given the detail this game has. That's no easy feat.
Last edited by Agent; Jun 9, 2024 @ 4:19am
Jabberwocky Jun 9, 2024 @ 4:24am 
I've submitted a bug report because I was not sure whether anybody else had already addressed this issue.

https://steamcommunity.com/app/1363080/discussions/2/4340987242600336802/
Didz Jun 9, 2024 @ 4:53am 
It's not explicitly stated but I believe there is a virtual supply zone around a market beyond which householders are not prepared to walk to it to shop. So, a remote burgage plot might need a local market to supply it with goods.

Have you tried forcing one of your market traders to move their stall to the local market?
Jabberwocky Jun 9, 2024 @ 5:00am 
Originally posted by Didz:
It's not explicitly stated but I believe there is a virtual supply zone around a market beyond which householders are not prepared to walk to it to shop. So, a remote burgage plot might need a local market to supply it with goods.

Have you tried forcing one of your market traders to move their stall to the local market?

No, your marketplace can supply every house in your region, no matter how far away the house is - IF it has enough market stalls and supplies and workers to restock it with a large enough variety of food items. As long as market supply coverage is 100%, every house in your whole region gets fully supplied. Even if you have only one marketplace at the centre of your town.

The problem is not the market location, but the AI. If market stall workers slow down significantly due to too many pathfinding tasks active at the same time, stalls do not get restocked quickly enough, storehouses and granaries do not get restocked quickly enough, and the whole food economy can break down.

I've seen it happen. But only ever with global populations exceeding 1000 pop.
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Date Posted: Jun 9, 2024 @ 2:10am
Posts: 9