Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It used to be multiple marketplaces wouldn't work right, but since the new patch, seems to work much better.
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
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!
https://steamcommunity.com/app/1363080/discussions/2/4340987242600336802/
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.