Manor Lords

Manor Lords

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Pelaca May 4, 2024 @ 3:49pm
Market and stalls management
so, im trying to understand the best way to use the markets so far what I understand is that if I do huge markets there are going to be a lot of stalls, thats good, BUT also it will make a lot of them to be empty and others have stuff and thats 1 person not doing anything

so my strat now is to fill both grannary and store with a lot of families and make markets smaller so there are just 3 stalls per market (food firewood cloth) and have to demolish until I get the correct ones in each market area I create...

that seems to work, BUT also it bring the problem that I have a family beeing lets say the tailoring or tanners or whatever and THEY go and create the stall wich is not great since I want them just to create the item and bring it to the store or the grannary and onyl use THOSE families to open stalls


thats impossible right ? any one has a good market layout ?
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Showing 1-5 of 5 comments
Lateralus May 4, 2024 @ 4:12pm 
This problem has been covered quite a few times now on this forum. If you do a search you’ll see plenty of threads about it.
Last edited by Lateralus; May 4, 2024 @ 4:12pm
Mo0on May 4, 2024 @ 4:14pm 
One large market for city center, then smaller markets spread out to help the families that cannot get supplies well enough.

Have to unassign the family who owns the stall and hope the family you want picks it up.
Scaristotle May 4, 2024 @ 4:36pm 
Okay, to solve the issue of having the wrong workers on stalls. . . Fire them from their primary job (remove them from the task). They will have to abandon the stall as well, and a granary/storage worker SHOULD try to take it over. It may take a couple of times if your town is fairly large.

Sometimes Artisans will take it over, getting rid of them means demolishing the stall, as far as I can tell.

Other than that, I got to Large Town and earned the 100% approval achievement with just a single large storehouse and granary and 2 of each type of stall, so I say you are on the right track.
Eltoron May 4, 2024 @ 4:51pm 
It's a very bad solution. Trust me. Empty stall is not a problem at all. But with several markets you'll get a huge problem very soon. When some closest houses will get the same food several times and others will get nothing.
Rebel Syntax May 4, 2024 @ 6:22pm 
Markets need to be set up near your productive center, not near your population center. Here are some facts and tips about markets.

Facts:
-A market stall is not a storage building, it is a delivery building.
-A market stall delivers all commodities for one of three types: fuel, food, clothing.
-A market stall delivers to a maximum of 50 land plots.
-Worth repeating, a market stall is a distribution building, not a storage building.
-Market stalls are supply driven, not demand driven.
-A market stall will be created and employed by the closest supplier.
-A market stall prefers to be supplied by the producing family.
-Alternatively, a market stall will be supplied by a family operating a storage building as long as the commodity is present in the build.
-Fuel stalls do not teleport. Plots must send a family member of one of the households to retrieve firewood or charcoal from the nearest supplied fuel market stall.
-Food and clothes are teleported from market stalls.
-Only the family that is assigned to the market stall retrieves commodities from the closest supply of the commodity.
-Each market stall will deliver a balance of commodities being supplied. Eg.. for food. If you currently supply berries, eggs and carrots, the market stall will fetch one of each in a round robin from the closest supplier of each commodity of food type.
-Plot demand is based on when the plot was created. Eg.. If you build two plots on March 1st, on the 1st of every month, 2 items will be retrieve by market stall employees.
-However, if you build one plot on March 1st and the next plot on March 2nd, then the family running the stall will not have to send out 2 workers to retrieve the items on the 1st of every month.
-The family running a market stall rotates when supplying. They go from peddling -> working -> waiting (at home).
-You can move your market stalls.
-You can create 0 stall market zones.

Tips:
-Do not overbuild market stalls or empty warehouses to keep them staffed. Just don't.
-Your most precious commodity is your labor. This is for both productivity and military.
-Plan on building 1 market stall per commodity type per 50 plots. Yes, that is just 3 market stalls in your early game set up!
-Place your food and clothing stalls at the center of your PRODUCTION for that commodity type, not at the center of your population.
-Place your fuel stall (firewood, charcoal) at your population center.
-When you build your roads, place a free shrine at your intersections. Draw a circle around your shrine with the roads. When you remove your shrine, its the perfect dimension for a single market stall.
-To control what type of stall gets created, simply add a small market area right next any production building of the type you want. Then move it where you actually want it (center of town for fuel, center of production for everything else).
-You can build a 0 stall market zone and strategically move stalls into them. This has the advantage of letting you build market zone locations all over the place and then later moving the stalls as your population and production shift.
-While it can be advantageous to have warehouse workers own the stalls, if your warehouse workers also live far away from the warehouse, you loose the benefit of doing so. This is because idle workers just go home and since families running stalls rotate every supply run, it is more than likely that your homes are not being supplied because the person doing the supply has to walk from their house to the warehouse. It is better to have the family of a production building that supplies your stalls run the stall and let the storage workers do their job. This has to do with the way stalls rotate.

I have a lot more notes, but I will leave it at that for now. The market stall system is a bit wonky because of the teleportation, but its actually a good mechanic that just needs to be explained. I feel like the next update will be that deliveries aren't teleported and market stalls will be assignable with 2 families base and up gradable to 3.
Last edited by Rebel Syntax; May 4, 2024 @ 6:24pm
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Date Posted: May 4, 2024 @ 3:49pm
Posts: 5