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Smaller markets seem better. Don't make multiples everywhere, stalls are only setup in the first until it's full, then proceed to a next one in order, they do not just go to a closest space so it's useless. Some people go so far as to only make 1-stall markets to try to control them.
Too many houses/industries/warehouses all wanting to set up stalls can = a lot of empty stalls because it all gets divided up too much, and the houses think there isn't enough (per stall) even if you have loads overall. >.>
Edit: you can click on specific stalls and demolish them and hope a better person puts a stall there - but it's random who gets there first.
Also keep in mind that stalls teleport goods to houses in order from closest to farthest (as I've read), meaning that some houses just won't make the list if the stall runs out of stock.
Another thing to note is a sort of feedback loop, where it seems like nothing is getting stocked, but the stock is just going out the door so fast that the game doesn't even register it at the stall. This was the issue for me, after I got firewood back online, as it was winter at the time.
For me at least, it often seems to be working, until the population gets higher/more and houses and more and more stall and it starts to spiral. I haven't figured it out yet re: larger towns (more than 100-200 citizens). Sometimes I've deleted the entire market and made another, they'd build all the stalls again, and for a while all their needs would be at 100% again - then it would start dropping again. Dunno.
Then a warehouse that also stocks those goods and gets a supply of them, may want to make their own clothing stall. Thus none of them get fully stocked of anything. So when houses do their check for "teleport me goods", it's short or out. Edit: maybe houses only check one stall of each "type" each try, vs. multiples until they get everything.
I don't care who creates the stalls, whether storage or industry buildings, just don't have everyone under the sun do it, lol.