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I have two of each at each "end" of the "town", still a house literally next to marketplace and across the road from storehouse and firewwood'ers have a lovely RED for 0 firewood.
Market physical distance from houses has zero to do with anything re: houses thinking they have *access" to those resources, this game doesn't work like that.
I think the AI/house/stall calculations get a bit borked as you keep adding houses, causing resource splitting/empty stalls, maybe AI priority/job calculations and various other things. That's just a theory of mine tho, don't quote me. But deleting all market - not just the one you think is a problem - and the process of everyone having rebuild ALL stalls may force a total reset/correction, vs. trying to micromanage individual stalls or reassigning people
I've had this work consistently now for poor house-access/wonky markets on large (500-600) population towns. Every time too many houses "lose access" for too long (usually because I've built a bunch of new houses somewhere) I delete market and force a new one. Maybe make the new one a bit bigger every time I do it, too. It's now all I do when house access seems off kilter for "no reason."
Yes, I watching my friend played and they having problem of empty stall pop up everywhere for clothing. It not happen to food and firewood stall and regard of warehouse and granny are close by. The workers that assign to these stall are even Waiting Waiting Waiting. I think dev place a limit to them soo you probably can't expand too fast soo some house will stuck with Tier 1 that cannnot accept clothing and wearable but instead want leather yarn etc. I told my friend to test that by remove all cloth store the new store they rebuild will be filling up again and they will even man the stall now. Soo I dont know if this a feature or a bug like stick to tier 1 else tier 2 broken etc.
btw item like yard and liner they never cart it but instead workers only bring them by shoulder
I think the cart part are for specific item or something
we plan to build like this block will fill with market and next block adjacent to this market will be housing that facing markets for testing soon
A market stall delivers it´s goods with instant teleportation to the nearest house, if that house is 5 km away it will still get the leather just as fast. Goods get teleported to the houses, but goods from the warehouses get physically carried to the stalls.
So you can build an industrial area where all warehouses, production buildings and market stalls are really close to minimise travel time between them.
In this regard you do want your most important industrial houses (blacksmith, tailor and brewery f.ex.) to be near the industrial area and they will be supplied first and thus easier upgraded. These houses will need to physically visit the warehouses for raw materials.
This is my industrial town, peripheral chicken/farm houses somewhat away from the market stalls with the 5 most important future houses close by. First of January, just shifted month and I got 16 families by December on normal difficulty. Mines are up and running and weapons will start their production in February.
https://steamcommunity.com/sharedfiles/filedetails/?id=3238922904
If you read my post I write about the distance from warehouses to stalls being extremely important, the market stall distance to the houses doesn´t matter, nearest house gets its goods just as fast regardless of distance. I havn´t seen your city and layout and can´t say what´s wrong.
house is V and X1 X2 etc. is market _ is road 0 industry area in total Y house that complaining of needing cloth Z chruch,well, Tarven E is empty
EEEEEEEEE_Z????_EEEEEEEEEEE
_________________________
EEEEEEEEE_ZZZZ1_EEEEEEEEEE E E _
EEEEEEEEE_ZZZZ1_ZZZZ2 E E E E E _
Y????VVVV_X1X1Z_ZZZZ2VVVY X2D_
_________________________
Y????VVVV_VVVV_VVVV EEEE X2
X3????????_EEEE?_EEEEEEEEE?
______________________
000000000_0000000000EEEEE
000000000_000000EEEEEEEEE
X1X1 is market of 4+4 stall
ZZZZ1 is chruch
ZZZZ2 is tarven
Z????? well somewhere here. the underground water only going through there
X2 is market of 3 stall that got fix after we remove X2D and purge all cloth stall
X2D old market of X2 used to be here but since the bug we remove them
X3 is market of 4?? stall that they never fill too
???? i dont remember the exact thing here. but it could be housing
these housing providing bout 50??-60?? family but at current time last i remember was they reach bout 30 or maybe it was 40 ish family
EEEEEEE? positively it is empty
all those house pprobably lv 3 and few are 2 cuz lacking even more clothing
I plan to have my friend build like this for testing soon
VVVV
V__V
V_X_V
V__V
VVVV
for every expansion
I got two marked, two Storehouse / Grannies where both Storehouse are Full, yet markets are having several next to empty booths. Yes, markets are Next to the storage.
The stupid peasants don't know how to take stored things out of storage.