Manor Lords

Manor Lords

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Is there a range limit to markets stalls?
I'm having trouble supply burgages furthest away from markets (but not even that far)
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Showing 1-15 of 25 comments
Jemor May 4, 2024 @ 7:55pm 
You can move stalls or make more market stall areas.
Don Cool May 4, 2024 @ 7:57pm 
No, the stall will supply the nearest house even if it´s 100 km away with the goods.

The thing is that stalls have their goods to equal housing limits, so if the houses eat faster than your warehouses can supply the stalls the houses furthest away will never see any goods.

Don´t know if that makes sense, market stalls should always be next to your granary/storehouse.
EastDawn May 4, 2024 @ 8:00pm 
The problem is not the market stall, but the workers in granary and storehouse, they kind of stop working and only lazing around after 2nd year or 3rd year of your gameplay
Alsanthair May 4, 2024 @ 8:04pm 
Im guessing here but i think the stalls do have to be based on range, but also if the Stall has any resources in it, to sell in that area

you can have 10 Stalls set up but if that family hasn't been able to work for awhile, like you are lacking in "Hides" and theirs two Families in Tannery, and "Family 2" hasn't been able to process "Leather" to Sell at the Clothing Stall, then it will Turn off the marker for "Clothing Stall Requirement" for Burgages

As well if you want Two Markers to Light up for Food Stalls, then you need Two different types of Foods Sold in the Specific Area, Guessing thats why its generally easier to Level Burgages that you placed Day 1 because there all bunched in the middle of town
Alsanthair May 4, 2024 @ 8:07pm 
Originally posted by Don Cool:
No, the stall will supply the nearest house even if it´s 100 km away with the goods.

The thing is that stalls have their goods to equal housing limits, so if the houses eat faster than your warehouses can supply the stalls the houses furthest away will never see any goods.

Don´t know if that makes sense, market stalls should always be next to your granary/storehouse.


Originally posted by Alsanthair:
Im guessing here but i think the stalls do have to be based on range, but also if the Stall has any resources in it, to sell in that area

you can have 10 Stalls set up but if that family hasn't been able to work for awhile, like you are lacking in "Hides" and theirs two Families in Tannery, and "Family 2" hasn't been able to process "Leather" to Sell at the Clothing Stall, then it will Turn off the marker for "Clothing Stall Requirement" for Burgages

As well if you want Two Markers to Light up for Food Stalls, then you need Two different types of Foods Sold in the Specific Area, Guessing thats why its generally easier to Level Burgages that you placed Day 1 because there all bunched in the middle of town
I Could be just wrong though, im high af right now as im typing ♥♥♥♥
thestile May 4, 2024 @ 8:14pm 
It seems like the markets aren't being loaded with enough supplies. I have tons of fuel (years worth) and a fully staffed warehouse but certain residences just don't seem to get their goods (fuel for example). I don't know if the homes are not being recognized, or, if the markets are understocked and there simply isn't enough supplies.

I tried destroying the market and rebuilding two smaller ones in different spots in the hope that it would form a better reach over all the homes, but it didn't seem to work because there were still homes that didn't receive goods. But they were different homes from the previous ones that did not receive goods, so the problem just shifted. Lol

I'm having trouble understanding what's actually taking place:)

I'll probably watch some YouTube videos on it. I wanted to try to figure it out on my own but I've been unsuccessful.

In the game Banished, the markets did have a certain radius of effectiveness and the game showed it very clearly with a circular perimeter. I wish this game did that, if distance from the market is a factor.
Last edited by thestile; May 4, 2024 @ 8:21pm
Don Cool May 4, 2024 @ 8:37pm 
I am not a content creator but tried to explain things here, English is not my native language and I probably make more verbal mistakes than a drunken mule.

https://www.youtube.com/watch?v=s2kMVFj70-M
madpraxis May 4, 2024 @ 8:39pm 
Originally posted by thestile:
It seems like the markets aren't being loaded with enough supplies. I have tons of fuel (years worth) and a fully staffed warehouse but certain residences just don't seem to get their goods (fuel for example). I don't know if the homes are not being recognized, or, if the markets are understocked and there simply isn't enough supplies.

I tried destroying the market and rebuilding two smaller ones in different spots in the hope that it would form a better reach over all the homes, but it didn't seem to work because there were still homes that didn't receive goods. But they were different homes from the previous ones that did not receive goods, so the problem just shifted. Lol

I'm having trouble understanding what's actually taking place:)

I'll probably watch some YouTube videos on it. I wanted to try to figure it out on my own but I've been unsuccessful.

In the game Banished, the markets did have a certain radius of effectiveness and the game showed it very clearly with a circular perimeter. I wish this game did that, if distance from the market is a factor.

...No range.
And the way they stock stalls is goofy, at the moment.
If you have space for 250 units of food (5 stalls), you have 250 units of food (hell, of each type lets say), but you only have 20 houses in town... They will stock 20 units of food.


As an edit, I wonder if you could game that to make them overstock?
Just plop down a dozen or so houses way out in the sticks, then pause them so they never get built?
Last edited by madpraxis; May 4, 2024 @ 8:40pm
AngerIsAnEnergy May 4, 2024 @ 8:43pm 
Until you reach the storage limit of a stall - 50 items, you only need 1 instance of that stall. For example, firewood - every home no matter level need 1 per month + 2 per winter months. If you have less than 50 homes you do not need a 2nd firewood stall. This is the easiest example (outside of winter months) as it only 1 type of product (disregarding charcoal but its the same 1-to-1 ratio).
Food is different because of the need for diversity. If you have 25 level 1 homes then a single stall can supply (assuming you have enough quantity in the granary) 2 types of food to each home. Now upgrade a single home to level 2 and your market stall requires 51 stock level - which it can't hold, then you need a 2nd food stall and a 2nd worker from the granary peddling that stall. Do the math on each upgrade to determine if/when you have both the quantity available to supply and the market stall capacity to fulfil.
Clothing is similar to food in diversity but simpler because of less needy period and less diversity need.

So, for max efficiency (which we all seem to think we need/want/desire/must-have) make your market space the minimum size for the required needs of all your different level houses. NEVER allow your tanner/forager/hunter/firewood-maker/etc make a stall. They will fill up the difference between what the granary/storage peddlers are periodically supplying initially meaning those peddlers now take a back seat because the whole market place has, momentarily, sufficient resources. BUT, those producer peddlers will never be able to supply the quantity and will cause the granary/storage peddlers to under-supply. It is a vicious cycle. Don't have any loggy-sticks workers doing vegetable or orchards, best they can be allowed to do outside of their primary role is eggs/hides. This allows them to be focused on logistics rather than gardening.

This model of minimization of stall instances and maximization of logistics workload has been the ONLY way I have been able to maintain 100% for all resources for most of the time. It is a challenge especially when you are resource limited. At a certain point, when you are farming plenty or trading plenty then it becomes less of a chore, but the rule of PRODUCERS DO NOT MAKE STALL should be followed + NO MORE STALLS THAN NEEDED.

I have been over-thinking this for too long and need to sleep to rest my head. I hate this game :-)
Alsanthair May 4, 2024 @ 9:20pm 
Originally posted by Don Cool:
I am not a content creator but tried to explain things here, English is not my native language and I probably make more verbal mistakes than a drunken mule.

https://www.youtube.com/watch?v=s2kMVFj70-M
Very helpful video, your kingdom is way more organized then mine, i got 400 Citizens and every things it scattered everywhere lol
Last edited by Alsanthair; May 4, 2024 @ 9:21pm
madpraxis May 4, 2024 @ 9:25pm 
Yea, 500+ my last game, myself. Usually bouncing between 96-100 approval.

Also, I want to be ornery ever time I see the 'Do markets have a range' question :D
Like, yes. Their range is to the region borders :D
Andy Mil May 4, 2024 @ 9:36pm 
Dont worry bout tiny unapproval. If you like build huge market area right infront of storage warehouse and granny they will fill em when ur house are finish building and give em year or so for AI to rethink bout house that missing good. They will fill it properly later. The problem like many said. The worker kept Waiting Transport Waiting. It basically the havent include ur house in yet and dont worry bout it too far from housing cuz like orc pfp guy said before that peasant magically consume item each month after the market done stocking all items
Last edited by Andy Mil; May 4, 2024 @ 9:39pm
maxter May 4, 2024 @ 9:42pm 
Speaking of granaries, mine never seem to get vegetables stocked in them even though the houses have tonnes of vegetables in them (those with vegetable plots).
Does anyone else have their granaries stocked with vegetables?
madpraxis May 4, 2024 @ 9:47pm 
Originally posted by maxter:
Speaking of granaries, mine never seem to get vegetables stocked in them even though the houses have tonnes of vegetables in them (those with vegetable plots).
Does anyone else have their granaries stocked with vegetables?

Yes!
But, I also used a dedicated veggie granary. Ok, they were set to a few other things that weren't in abundance. And they had at least a few market stalls amongst the workers.
I tend to segregate the orchards/veggie plots, with their own granary near(ish) them. Usually worked by one of the families living at the orchard/veggie house.
Don Cool May 4, 2024 @ 9:47pm 
Originally posted by Alsanthair:
Originally posted by Don Cool:
I am not a content creator but tried to explain things here, English is not my native language and I probably make more verbal mistakes than a drunken mule.

https://www.youtube.com/watch?v=s2kMVFj70-M
Very helpful video, your kingdom is way more organized then mine, i got 400 Citizens and every things it scattered everywhere lol


Yes, but I havn´t quite figured out everything. Too many market stalls are created at a certain point leaving some of them empty, that actually creates a problem I can´t solve. Some very far away houses get their supplies and others inexplicably don´t, I have more than enough food combined in the stalls but I think the empty stalls are causing some sort of problem.

I have 16 granary workers just to iron that out but it didn´t solve the problem, as I wrote there is plenty of food in the stalls that do have food.

On that note the "far away" houses are meant to produce eggs and hides, so don´t care much about those as they aren´t scheduled for upgrades, I just wondered why some of them aren´t even getting food. I have 3 houses f.ex. producing hides, 2 of them getting all the food but the one in the middle gets nothing, that makes no sense as the stalls are filled with food ... unless stalls get assigned to houses which pretty much breaks everything in my video.
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Date Posted: May 4, 2024 @ 7:52pm
Posts: 25