Manor Lords

Manor Lords

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Bert Chintus May 19, 2024 @ 4:48pm
Market stalls broken with clothing? Any workarounds?
Very much enjoying the game so far, great concept and a lot of fun ideas for ways to do things out of the norm for an RTS / city builder.

Loving the emphasis on the procedural performance of tasks and jobs by your serfs, however one place where this approach seems to be frustratingly broken right now (as evidenced by countless other threads here) is with the market system and market stalls either not getting built despite absurdly over-abundant supply of the item in question and dozens upon dozens of families working in the relevant industry/gathering/storage buildings. Half the time they just refuse to open new stalls in your empty market space, and the other half of the time they build a stall and then refuse to stock the stall and it just sits at zero supply forever.

I have not had too much trouble in this regard with food or fuel stalls, but with clothing stalls it seems like nothing works at all. Starting around the 500 population mark I began running into this problem over and over when trying to upgrade a row of burgage plots to the next level, and inevitably one house random house somewhere in the row would inexplicably be stuck without clothing supply despite being in close proximity to a market full of clothing stalls.

At first I tried just building more market stall space and more fully staffed workshops producing leather/yarn/wool/clothes/shoes/cloaks in addition to more fully staffed storehouses, and it seemed to finally push up the market supply of clothing and reach the "stuck" undeserved house eventually — albeit always at the cost of increasing supply by what seemed like vastly disproportionate measures.

But now hovering around the 750 population mark, it's become such an intractable issue that whatever 1-2 annoying "stuck" homes in whatever corner of town I'm attempting to develop next will just sit there year after year never figuring out how to walk to the nearest market and buy clothes no matter how much additional clothing/fabric I produce and how much additional market space I add dotted around the town.

I've basically pivoted the entire focus of my settlement's economy to clothing production, having built up supplies of some 1.5k leather, 1.2k yarn, 600ish linens, 1.7k shoes, 600ish clothes, and 600ish cloaks (exports of all these items turned off), which in total is like six or seven times more clothing resources than people who exist in my settlement (LOL). I've also built over a dozen tanneries and around dozen weavers spread around the city all fully staffed, in addition to over a half dozen new large storehouses also fully staffed, all in hopes of getting people into job assignments where they might open/stock clothing stalls in any of the excess market space I have all around the town — often very close to where the effected homes are. Everything else in the town is running 100% smoothly...

Workers assigned to the fully staffed tanner/weaver workshops seem to very seldom want to open up a clothing stall at a nearby market — for instance in the last block of FOUR tanneries I built and fully staffed, so 12 families total, I think ONE family out of the twelve opened a new clothing stall at a market, and that took almost a year. In the early game when you build a tannery that's got an ample supply of hides, all three families staffed inside it will open up clothing stalls at the market almost immediately and start peddling. Why have they stopped doing this now, granted all the same conditions are being met and then some? Why are the seldom few clothing stalls that do get built at the market then left to sit empty while the relevant workers just sit at their workshop funneling surpluses of of whatever clothing items they produce into storage and refusing to peddle them at the market?

Lastly, has anyone run into this same issue and figured out a workaround of any kind?
Last edited by Bert Chintus; May 19, 2024 @ 5:04pm
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Tacos727 May 19, 2024 @ 6:05pm 
my only guess is that you have every option of clothing and they are trying to stock all of them and don't have enough time to fully stock them and get one topped off. you only need one or 2 options, maybe it would be easier for them if they only had to work on stocking a couple different things?
madpraxis May 19, 2024 @ 6:23pm 
You overdid it, honestly.
Jamming things up.
Mucking up the works.
Look at history. Markets were there for a reason. The people making the goods for the market usually tried (or more likely were) near the market.
So, taking that... Throw your storage buildings away. Toss em. You want to have production all in a generally near area to each other, near the market.
Now, ONE storage. Firewood, charcoal. Maybe hides if hunter is far away or random goats in town. That is it. That is all you are going to store.
Now, you can't overproduce anything, since the production buildings only store as much as they can. And anything needing it has it right at hand. And then it gets refilled right away.
This applies to the MARKET TOO. Mr Tanner lives near the market. Has hides near at hand in the firewood storehouse. So, he fills his house. And then, since he's making them, opens a market stall. And has nothing to do but wait for the goods to poof from the market so he can rush over and fill it. And then fill his inventory again. And...repeat... Now, see, you just solved one basic good.
Repeat with the rest. Watch market woes go away.

This *almost* applies to granaries too. As you have found out, once you get larger, you need to split goods off into a new granary, so the people have time to go get all the things and then stock their stalls. Nothing should ever be stored in more then one storage building.
Last edited by madpraxis; May 19, 2024 @ 6:25pm
cachmandrake May 19, 2024 @ 6:52pm 
From the official Discord, posted by the dev on May 15:
"I fixed an important bug today, apparently there was a problem with clothing distribution if a region had multiple marketplaces, sometimes an item like leather would go to the same plot twice (once from market A and twice from market B) and this would render the houses on the outskirts forever undersupplied".

Dunno if it applies to OP, but figured I would mention it.

Personally I've been having less trouble during the beta but I would appreciate less increasingly schizophrenic methods of making a game system actually work.
Bert Chintus May 19, 2024 @ 8:39pm 
Originally posted by madpraxis:
You overdid it, honestly.
Jamming things up.
Mucking up the works.
Look at history. Markets were there for a reason. The people making the goods for the market usually tried (or more likely were) near the market.
So, taking that... Throw your storage buildings away. Toss em. You want to have production all in a generally near area to each other, near the market.
Now, ONE storage. Firewood, charcoal. Maybe hides if hunter is far away or random goats in town. That is it. That is all you are going to store.
Now, you can't overproduce anything, since the production buildings only store as much as they can. And anything needing it has it right at hand. And then it gets refilled right away.
This applies to the MARKET TOO. Mr Tanner lives near the market. Has hides near at hand in the firewood storehouse. So, he fills his house. And then, since he's making them, opens a market stall. And has nothing to do but wait for the goods to poof from the market so he can rush over and fill it. And then fill his inventory again. And...repeat... Now, see, you just solved one basic good.
Repeat with the rest. Watch market woes go away.

This *almost* applies to granaries too. As you have found out, once you get larger, you need to split goods off into a new granary, so the people have time to go get all the things and then stock their stalls. Nothing should ever be stored in more then one storage building.


Thanks for the condescending rant, but none of this remotely matches up with how the game actually works in the current build.

Also, you clearly didn't actually bother to read anything I said, because I laid out in great detail how all the affected plots are steps from a marketplace with the appropriate stalls which is in turn steps from the fully staffed building producing the items that should be going into the stalls which is in turn steps from the fully staffed storehouse which should be aiding in the delivery of said items to said stalls.

Try again.
Dragon Master May 19, 2024 @ 8:42pm 
Focus on either skins/leather, wool/yarn or flax/linen for the tier one clothing and when you have a surplus have the tailor make the tier 2 clothes from what you have most of.
Bert Chintus May 19, 2024 @ 10:59pm 
Originally posted by Dragon Master:
Focus on either skins/leather, wool/yarn or flax/linen for the tier one clothing and when you have a surplus have the tailor make the tier 2 clothes from what you have most of.

I guess you can't read either...
JakeURb8ty May 19, 2024 @ 11:02pm 
Make a small too small market area with room for 0 stalls. Manually move offending stall to it. (sometimes it abandons, sometimes it recovers) I usually do this with redundant producers. Sometimes I delete after (Like the stupid trading post when they open a stall for no reason.) Or hides when I have cobbler at main market to spread out who gets items first since markets do not actually have a range. Its when i need losts of transference to like a grainry and those workers open stalls slowing them down. -makes me want to rip my hair out.
madpraxis May 19, 2024 @ 11:18pm 
Right, condescending rant...
So...'help me'.
People try to.
Insult them...

I guess, total win for you, right?
Cause, you know, before I switched to trying out beta test release, had just over 1k pop.
2 tanners. Literally 1 of each production building. Not a problem.
So, obviously, don't know a thing.
Try it out, don't try it out, just keep being...whatever it is you are, your choice.
Uh, good luck with that being a ♥♥♥♥ to people trying to help you life style, and all that jazz.
baldrick May 19, 2024 @ 11:53pm 
You only need a single marketspace. If houses aren't getting an item there are just not enough market stalls for it. A new Storehouse maxed out with families and dedicated to accepting only clothing might do the trick.
Last edited by baldrick; May 19, 2024 @ 11:53pm
Bert Chintus May 20, 2024 @ 9:43am 
Originally posted by madpraxis:
Right, condescending rant...
So...'help me'.
People try to.
Insult them...

I guess, total win for you, right?
Cause, you know, before I switched to trying out beta test release, had just over 1k pop.
2 tanners. Literally 1 of each production building. Not a problem.
So, obviously, don't know a thing.
Try it out, don't try it out, just keep being...whatever it is you are, your choice.
Uh, good luck with that being a ♥♥♥♥ to people trying to help you life style, and all that jazz.

Why even bother to respond if you're not going to bother to actually read the post you're responding to? Why waste your time AND mine, AND the time of anyone else that might click on the thread looking for workarounds for the same issue?

So you can feel HELPFUL? From leaving an idiotic, condescending comment that ignores literally all of the information in the post you're responding to? And then get indignant and explicitly insulting when I point out that that's exactly what you did, instead of brown-nosing you for it?

Wow, you seem like quite a guy. Thank you so much for your valuable contribution to the discussion.
Last edited by Bert Chintus; May 20, 2024 @ 9:59am
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Date Posted: May 19, 2024 @ 4:48pm
Posts: 10