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For some its actually like, straight up number of burgage plots instead. (Fuel for example. So if you use extension plots two families can live off one fuel, the workers camp can use 1 fuel for 5 families.)
That, to me, is inefficient distribution that could be solved by simply having each good having its own stall and thus easier to determine whether or not a house can access it to meet its requirements.
Then you realize it's because you have no control over the market. It's a design failure, not the players mismanagement.
Because you'll have people working at the charcoal place right? And I've seen them set up a stall. Well at some point i'll pull them off, but the stall they set up will still be there. Same for alot of things, even the lumber mills for some reason lol.
It only takes two seconds for them to rebuild, so a fresh wipe every once in a while is nice IMO.
I do love good condescension. Such a great way to have a discussion.
I did, in fact, do all of that, but the market system is still flawed because there's no clear guidance on how to best distribute goods both to the marketplace from distributors and to houses from the marketplace. It's a flawed system so far, but I'm hopeful it'll be improved as development continues.