Manor Lords

Manor Lords

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Homuya Apr 26, 2024 @ 12:45pm
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The market system kills this game for me
The most unintiuative, horribly designed and least transparent and explained system I have EVER seen in a city building game in the last 20 years. Man what a MASSIVE letdown.

I have 130 firewood in my storage and its close to the market yet my two dudes cannot distribute it and why do they keep stalls if the fireworker also keeps a stall? Everything seems to be all over the place with no clear directions or systems.

Edit: Okay somehow the other storehouse family made a stall and that solved it but for the granary and food? Nopeeee. Despite that I have food for 16 months...man the transparency in this game is so bad.
Last edited by Homuya; Apr 26, 2024 @ 12:47pm
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Showing 1-15 of 34 comments
Jaffar Face Apr 26, 2024 @ 12:56pm 
have you tried assigning a family to the granary? they might pitch up a tent and sell in the market place
Lїghthunger Apr 26, 2024 @ 12:56pm 
Stalls system is really need some improvement. I would say market itself should be overhauled.
For example, I have researched charcoal maker, so charcoal is made from firewood. So I do not want any firewood be distributed anywhere except charcoal maker shop. Yet firewood shop still making 1 even 2 stalls.

How to fix, I would say give a player an option to manually install stalls and select goods which is allowed or not allowed to be there. Like food stall - allow bread, do not allow berries (if I want to use berries only for Dye and then sell it for profit).
Big Boss Apr 26, 2024 @ 1:00pm 
Ngl the settlement management did feel a bit overwhelming and unintuitive when I played the demo. Honestly think the limitation of this game is that the sole dev is a programmer and not a game designer

And a big problem with fixing game design is that its cleaner to just restart rather than try and rewire the programming and cause bugs and stuff.

Game design has to be clearly designed before you start programming to avoid this issue that all these indie game devs have with their EA plans. Everytime they add something new or change something it causes bugs for users thanks to their spaghetti code
Eren Jäger Apr 26, 2024 @ 1:03pm 
I also find it a bit confusing and generally not very well explained.

For example, why do I have several stalls with food and firewood? Why are some stands full and others empty?
Homuya Apr 26, 2024 @ 1:07pm 
Originally posted by Limespine:
have you tried assigning a family to the granary? they might pitch up a tent and sell in the market place

Its just plain bs honestly.

Putting more families to the granary did helped but not anymore. I now have 4 families to supply my 17 families with food and I have food for 18 months yet some houses STILL dont even have 1 food type / dont get food.

All my houses have DIRECT connection to the market (borders it)
WalrusJones Apr 26, 2024 @ 1:20pm 
So trying to treat things like its a city early on is a great way to ruin your markets.
Workplaces are storehouses. A hunter running the market stall will trade for berries, eggs, etc etc and bring it all to market.

Markets are first come first serve, where the goods go to the closest houses first, so having small markets will propagate a lot of food types to nearby houses (So if you want skilled craftsmen, put your chickens further from your market early on, as the T2 craftsmen will be easier to please living directly next to the marketplace.)

The reason the system is hard is because you are treating it like its more complex/inorganic then it is.

Still, the wheelbarrows that storehouse people get are *REALLY* nice when you are dealing with bulk goods from rich deposits, so this should be a good hint as to when you should start thinking about storehouses.
Homuya Apr 26, 2024 @ 1:21pm 
Originally posted by WalrusJones:
So trying to treat things like its a city early on is a great way to ruin your markets.
Workplaces are storehouses. A hunter running the market stall will trade for berries, eggs, etc etc and bring it all to market.

Markets are first come first serve, where the goods go to the closest houses first, so having small markets will propagate a lot of food types to nearby houses (So if you want skilled craftsmen, put your chickens further from your market early on, as the T2 craftsmen will be easier to please living directly next to the marketplace.)

The reason the system is hard is because you are treating it like its more complex/inorganic then it is.

Still, the wheelbarrows that storehouse people get are *REALLY* nice when you are dealing with bulk goods from rich deposits, so this should be a good hint as to when you should start thinking about storehouses.

The reason the system is hard is because the logistics suck. I have food for 16 months and everythings close to the market and I got 4 families in the granary yet they cant give my 16 houses basic food? Pfff stop the excuses nobody makes massive cities in this.
Beric01 Apr 26, 2024 @ 1:22pm 
So apparently my firewood stand shuts down if I don't have a family assigned to the woodcutter's lodge, even if I have a family assigned to the storehouse. A bit frustrating tbh.
Last edited by Beric01; Apr 26, 2024 @ 1:23pm
WalrusJones Apr 26, 2024 @ 1:25pm 
Originally posted by UwUAngie:
Originally posted by WalrusJones:
So trying to treat things like its a city early on is a great way to ruin your markets.
Workplaces are storehouses. A hunter running the market stall will trade for berries, eggs, etc etc and bring it all to market.

Markets are first come first serve, where the goods go to the closest houses first, so having small markets will propagate a lot of food types to nearby houses (So if you want skilled craftsmen, put your chickens further from your market early on, as the T2 craftsmen will be easier to please living directly next to the marketplace.)

The reason the system is hard is because you are treating it like its more complex/inorganic then it is.

Still, the wheelbarrows that storehouse people get are *REALLY* nice when you are dealing with bulk goods from rich deposits, so this should be a good hint as to when you should start thinking about storehouses.

The reason the system is hard is because the logistics suck. I have food for 16 months and everythings close to the market and I got 4 families in the granary yet they cant give my 16 houses basic food? Pfff stop the excuses nobody makes massive cities in this.
My hunting family with no granary does this just fine.

When you don't need to process 80+ goods a month a granary isn't worth it.
ShepherdOfCats Apr 26, 2024 @ 1:36pm 
I'm still trying to learn how it is supposed to work. (much less offer ideas on how to improve it)

Apparently you are limited to one working family having a market stall per production type. So woodcutter hut can use 3 families, one will open a stall selling firewood in the market, but if you 'fire' all 3 families, then what happens to the stall? It's tough in the very beginning when you are shifting people around based on what particular need you are trying to fill.

Sometimes i'll just reassign all woodcutters because I've got enough wood to last for a while but if they abandon their stall and there's no other woodcutter to operate the stall, then do my people just stop getting firewood?

Maybe this is what is happening? Maybe you need a minimum of at least one family working in a facility to run a market stall? But then I've seen berries being sold at a food stall operated by my hunters, after firing everyone from the gathering hut during winter.

Some clarification from the developer would be nice but there's no way in the world he's going to see this question as rapidly as new threads are being created today.
Last edited by ShepherdOfCats; Apr 26, 2024 @ 1:48pm
ShepherdOfCats Apr 26, 2024 @ 1:44pm 
To be fair, I've never really found a 'market system' in these kinds of city builders that works great. Banished had similar issues. People do just fine as long as they're going to the storage barn to get things they need, but as soon as you build a market (which is supposed to enhance variety and make supplying your people with goods more efficient) and people start starving during shortages because apparently they forget about all the food still sitting in the storage barn.
Last edited by ShepherdOfCats; Apr 26, 2024 @ 1:44pm
WalrusJones Apr 26, 2024 @ 1:45pm 
So technically it scales to production, have enough families making food a second one will offer to make a stall, invite their sister to move over to man the stall, and you can have a lot of small markets scattered around the village this way. I recommend having a small like, 3 stall market space at the beginning, then when you have supply issues put a two stall market near the houses that are struggling.

When you take your rich (Non hunt) resources and start properly investing in them, and are around development levels that are "Town" and not "Village", storehouses are valuable as you start needing the wheelbarrows.

As for food variety, one chicken coop for every 3 plots makes it easy to keep 2 food variety up. Vegetable gardens early on however, are a bit of a meme. Good eventually, just not an immediate concern.
Fatum Apr 26, 2024 @ 1:49pm 
Originally posted by Eren Jäger:
I also find it a bit confusing and generally not very well explained.

For example, why do I have several stalls with food and firewood? Why are some stands full and others empty?
This happens in the real world too, so it actually makes sense. Different families open their own stalls to trade. I know it would appear in game they are just giving it away, but at least in my mind I'm picturing they are bartering for other things they need or just behind the scenes currency trade. Hey...the coin starts somewhere right?

As for why some are empty and some are full...not entirely sure. Probably just comes down to a first come first serve situation.
Sujeto-X Apr 26, 2024 @ 1:55pm 
It's an early access game, just say it's wrong and wait for them to fix it.
Shabbat Apr 27, 2024 @ 12:05am 
lol, free market economics collapsed and my game has been ruined as well😸
So do it in a “communist-ish” way
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Date Posted: Apr 26, 2024 @ 12:45pm
Posts: 34