Manor Lords

Manor Lords

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Shinobi.Master Apr 29, 2024 @ 1:01pm
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Market Problems? Here is why!
tl;dr: BUILD ONE REGULAR HOME FOR EACH FAMILY!!!

I started now 4 rounds with the hardest difficulty possible and I always lost them due to the market, which has never enough goods for all people, even though the production storage has plenty in stock.

Now I figured some reasons out why that is:

1. Never use the working camp upgrade. The game will think all people have a housing, which they do, but the market will not recognize it as a real house.

2. Never build a small side house. Sometimes when you build a house you have enough space for a small housing upgrade to get another family inside it. DON'T DO IT. The market does not recognize it as a real house.

3. Only build for each family a seperate house. Only this way the market algorithm let the producers offer enough products to satisfy all family needs.

The market will limit how much a stall can take based on the number of houses you have.
5 houses -> max 5 units of firewood, berries, leather, etc.
10 houses -> max 10 units of firewood, berries, leather, etc.

Later on you can trick a bit. For instance, if you produce charcoal it will be added to the market besides the regular firewood for each house. Thus even though you may have 5 families but only 3 homes, the market has 6 items to heat the home (3 firewood and 3 charcoal).

Hope this helps for all with the same frustrating market problem!

EDIT 1:
Regarding point 2, you can have two families in one plot, but it requires more effort to satisfy them, which is too hard at the start at the hardest difficulty.

Imagine you have 5 lvl 1 home plots, each has 2 families. The market will offer 5 resources of each type then, which is not enough if you barely made the requirements of 1 clothing, 2 food types and 1 fuel. This means if you try to fulfill their market needs you need twice as much variation, so 2 different clothing (e.g. leather and wool), 4 food types (e.g. berries, meat, eggs, vegetables) and 2 fuels (firewood and coal).

Now the market will have enough to satisfy all of them. Use this for the unavoidable lvl 3 housing in mind. As they want more food variety then you can offer to them if you need to double it. Therefore build explicitly small lvl1 houses with only one family so the market offers more in general which can then be consumed by lvl3 house owners.

EDIT 2:
I noticed another small factor which will probably be fixed in the future.

A new unfinished house plot is saving resources for itself from the market but not raising the stall limit, even though the construction is not finished. In combination with the fact that the market will supply the closest homes first, this could lead to out of supply scenarios for already established houses that are further away as the newly created house plots.

It is negligible if you build your houses quickly so that the market raises its limit as soon as the construction is finished (no family required), but if you build a lot of plots at the same time this could lead also to annoying out of supply problems if the new created plots are closer to the market than the already established ones.

So, don't build housing plots if you're not planning to construct them immediately! (For easy difficulty this is probably also negligible.)

EDIT 3:
An addition information regarding point 2, if you want to have more families in one home.

As the market:
A. Delivers goods to the closest homes first.
B. Delivers to each house every type of good even though it does not need it as its minimum supplies are already sufficient, while further homes away are lack of it.
C. Has only as many goods for each type as you have burgage plots.
D. Stall can take only 50 goods.

I tried a 3-stall (food, fuel, clothing) market plan, which works for around 25 lvl1 homes or 16 lvl2 homes or 12 lvl3 homes.

So let's say I build a long straight street of burgage plots 15 left and 15 right and each with an additional family in it. If I have a 3-stall market on one end of the street, the other end of the street will be out of supply. So I build another 3-stall market at the other end and thus as soon as the stalls where filled with the limited goods, all supplies were at 100 %.

This only worked as I had enough variations in goods though (2 types of fuel, 4 types of food, 3 types of clothing). Otherwise, if I had only the bare minimum of variations, only one market were filled while the other had only a hand full.
Last edited by Shinobi.Master; May 4, 2024 @ 7:31pm
Originally posted by Dietre:
I just tested this using only single house plots and market is 100% no matter how far the house is, got 25 plots so far, easy now. Was having a huge issue b4 using double house plots, it def doesnt calculate the market needs properly. Everything works for me now.
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Showing 1-15 of 62 comments
Dietre Apr 29, 2024 @ 1:09pm 
I have been dealing with this issue and figured some stuff out, but my village has ALOT of the 1.5 plots for growing veggies and i was like , WHY is the game restricting how much is in my markets, If your correct and the plot that you can add a 2nd family is broken then that would do it.
Going to try this out soon, ill start a new game and test using one house/plot and see if it makes a difference.
KrayZee Apr 29, 2024 @ 1:11pm 
This is not how I experienced it (point 2), please someone else confirm/deny.
martinolund Apr 29, 2024 @ 1:13pm 
the FAQ tells you exactly how the market works and what's needed. tl;dr is that house distance to the market is irrelevant but what matters is that you have enough staff in the granary and storehouse to keep the market supplied.

FAQ: https://steamcommunity.com/app/1363080/discussions/0/4355620138223514996/
DC Apr 29, 2024 @ 1:17pm 
2. i dont get it, i almost exclusively use the double houses and all citizens are happy.
subwaybananas Apr 29, 2024 @ 1:21pm 
Originally posted by KrayZee:
This is not how I experienced it (point 2), please someone else confirm/deny.
sometimes it works, but most times not. The market think its one house, but it consume 2 supply, tho another house gets never supplies.
Its also hits when you have a T3 house. One house, two families and the market don´t stock up.
Another part: you only need one marketplace, it can supply the whole region, there is no range limit.
When there is not enough supply on your market two things can happen:
Like shinobi described, more families than house foundation, so the market don´t stock up for every family. And the deliver system always starts at the closest house. For every single goods. So the first house get everything and the last one nothing (if you hit the family > house problem).

The other part is: the market gets only delivered by the storage and granary workers. If they aren´t enough or your storage/granary setup is not efficient they can´t work fast enough. Build granarys close to your market and min. one storage. Disable the firewood/charcoal for every other storage (or you end up in a choas)
dragonne Apr 29, 2024 @ 1:26pm 
I haven't run into this. I had the granary and storehouse labor issue, but soon after I added more people it cleared up.
Fink Apr 29, 2024 @ 1:50pm 
1. You're supposed to use the working camp until you have a bunch of houses. And you don't need a market before you've built houses... Upgrading this is one of the first things I do because it removes the homeless penalty which means my village can start growing faster.
Clyntonr Apr 29, 2024 @ 1:54pm 
Originally posted by KrayZee:
This is not how I experienced it (point 2), please someone else confirm/deny.

Yeah point 2 is incorrect, at least for me

I always make my plots big enough for the extra housing upgrade and have had no problems with the marketplace

Originally posted by subwaybananas:

The other part is: the market gets only delivered by the storage and granary workers.

Not just storage and granary workers, weavers will set up shop also, as will foragers, woodcutters, artisans
Last edited by Clyntonr; Apr 29, 2024 @ 2:00pm
redhongkong Apr 29, 2024 @ 1:59pm 
depends if u dont start out on good farming region, u dont have 40 eggs every week

if u start out with dryland and iron mine, u are likely to go for trading and metal working skill.
which means u have to get as many family packed into tiny space and every one producing eggs except production home and those 2 veggie farmer

4 family living on same plot save eggs XD
redhongkong Apr 29, 2024 @ 2:00pm 
individual house will only drain extra material where u can sell them for money in exchange for something u lack off
The author of this thread has indicated that this post answers the original topic.
Dietre Apr 29, 2024 @ 2:04pm 
I just tested this using only single house plots and market is 100% no matter how far the house is, got 25 plots so far, easy now. Was having a huge issue b4 using double house plots, it def doesnt calculate the market needs properly. Everything works for me now.
subwaybananas Apr 29, 2024 @ 2:09pm 
Originally posted by Clyntonr:
Originally posted by KrayZee:
This is not how I experienced it (point 2), please someone else confirm/deny.

Yeah point 2 is incorrect, at least for me

I always make my plots big enough for the extra housing upgrade and have had no problems with the marketplace

Originally posted by subwaybananas:

The other part is: the market gets only delivered by the storage and granary workers.

Not just storage and granary workers, weavers will set up shop also, as will foragers, woodcutters, artisans
Yes the market stalls are from everyone, cause for every single food stall there are one firewood and one cloth stall. And even a miller makes a firewood stall if it needed (for the count, you have always way to much firewood stalls with 0 storages).
But the delivering to the stalls are only happen from the storage/granary workers. Its always workplace > storage/granary > market
subwaybananas Apr 29, 2024 @ 2:12pm 
I have 19 T3 houses, tho 106 living spaces but only 87 placed foundations. The stall never gets more than 87 stockpile.
You see on the first screenshot, every house has charcoal or firewood, but the last 19 houses has not a single food item (screenshot 2), and there are enough. For every new T3 upgrade one house lost his supply
https://steamcommunity.com/sharedfiles/filedetails/?id=3235566062
https://steamcommunity.com/sharedfiles/filedetails/?id=3235565974
Last edited by subwaybananas; Apr 29, 2024 @ 2:13pm
Persidskij Apr 29, 2024 @ 2:12pm 
nope. I use both 1 family houses and 1+1 family houses and don't have any problems. Try to build many small markets instead of bog one maybe?
subwaybananas Apr 29, 2024 @ 2:15pm 
Originally posted by Persidskij:
nope. I use both 1 family houses and 1+1 family houses and don't have any problems. Try to build many small markets instead of bog one maybe?
the marketplaces are linked and has a maximal combined stockpile, based on the calculated supply. There is no range for marketstalls. I also had a game, where the double houses works fine. And another one where it works fine at the beginning, but than it starts to get the problems.
Last edited by subwaybananas; Apr 29, 2024 @ 2:28pm
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Date Posted: Apr 29, 2024 @ 1:01pm
Posts: 62