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Honestly this is what I've been doing too. So far approval is high enough for two fams to move in each month, yay. But its annoying lol. Sometimes I gotta bulldoze a stall because some idiot is trying to put one up and leave it empty for always and always. Then I also gotta watch em closely to know when its time to add just a little extra space.
The real problem later on in big pop 300-500 cities is those workers don't seem to give a damn about veggies, eggs, and apples and don't want to stock them for easy distribution that is where the market system breaks down and it's much easier to buy all your food with the trader because the stockhouse/granary workers will efficiently pick up and distribute that food from the trader.
That is my biggest issue with this game, you are punished for trying to be self sustaining and putting the work into making all your own food with lousy distribution instead of just getting all the trade skills, set up your traders and autopilot yourself to victory.
The empty firewood stall problem can be somewhat mitigated by dedicated firewood/coal storehouses. Still annoying though.
The second part didnt work for me, but the first suggestion did. I just saved, reloaded, and relaunched (just in case) and boom it worked. Thanks!
Building the granary which only held ale was the first fix i tried, and it worked. But I'll give not-accepting-it-anywhere and letting the tavern-hold-it-all a try and see what happens.
Works quite well. (prob not in mega cities tho)
STORE OWNERS manage the STALLS on the marketplace. They bring enough food/firewood, but not more. If pops want more I hire another woodcutter, that opens up a new stall.
Crafters get what they need directly from production places. e.g. Brewer walks to Malthouse, Tavern Keeper to Brewer. Storehouse stores only surplus ... and this rarely comes back into rotation (on the market) in the case of firewood. Best to be done with it seems so be trading. That need rework for sure.
If you ask the peons to do too much, guess what? They do too much... and can't stock stalls.
Split things apart.
Hell, that 1k city? The only thing, ONLY THING, in the SINGLE storehouse by the market?
Firewood and coal. That's it. Nothing else.
Same with granaries, if you ask them to run all over the region getting 'all the things' they don't have to do other things.
So...split em up. Works great with veggies/orchards with the 'burst' of food. Just a granary for them. There we go, stocked market.
Everything else, split up as needed when you see things NOT moving. It isn't the market not working, its the player not looking at the market not working and NOT asking 'why'. When, the why is most of the time: Overloaded workers.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
Also, can't remember when I took the better trade deals. Even in release. If you look at how things work, and use that, you make more then enough, even without buying every trade route.
Current run, 16k in main village now. And goes up every month about 200 or so, with a 500(!) tax taken out too. Four, count them, FOUR trade routes open now.
Edit: Sorry, current run, on challenging, on beta release. For the longest time it was literally TWO trade routes open. The last two were stupidly recent.
To elucidate: If you don't store production buildings output, you never overproduce. Take, tanner for example. He's near market, of course. And he fills his storage. Then WAITS. And stares at market, hoping it gets used. And when it does, he promptly pops over, fills stall, and then goes home and makes enough to fill storage...then...back to waiting... So, NEVER any shortage of leather.
Same with cobbler. He lives next door to tanner. Right down the way from the market. He makes enough shoes to fill his inventory. Then waits, with nothing to do but wait for them to go away in the market...and when they do....
This
Thank you Fortigan awesome work.