Manor Lords

Manor Lords

View Stats:
RedChild May 4, 2024 @ 9:28pm
I don't get it!
Dude, I've watched the videos. I've read the guides and the forums. I know at this point it's like beating a dead horse, but I don't understand! I have 30 houses. I have 30 of leather, yarn, linen, clothing, shoes, and capes currently in the marketplace right now with tons more in storage. WHYYYYYYEeeeeee aren't all my damn houses stocked. I GET that they start from the closest houses and work out, but if my stalls supply all 30 of every type, it should eventually make it's way to the outer houses right?! Marketplace needs some serious TLC. I don't understand why houses once they have their needs met continue to get stocked above and beyond. Like it would make much more sense to fill everyone in the town's first need, then start the 2nd need, and then the 3rd and so on and so forth and CAP IT once said needs are met so the outer houses can continue to get filled as well. I've wiped my damn marketplace and tried fiddling with it so many times. I've deleted individual stalls, I've moved stalls, I've tried large central markplaces, I've tried pocket market places spread out. I want more control over who can set up a damn stall and where. I don't want any ole ♥♥♥♥♥ being able to set up a stall and sell just anything. Either cap the house with needs met, or give more control over stalls via who can set one up and what they can sell. Rant over. If someone can tell me why even at 30 of each type on the marketplace, all 30 houses aren't stocked with each individual item, I would appreciate it. Love the game. Please fix the market.
< >
Showing 1-13 of 13 comments
TruXurT May 4, 2024 @ 9:40pm 
Ok, I will guide you through it. Since you are talking about clothing items let's do a check list:

1) You have plenty of clothing items in a warehouse right next to a marketplace.
2) Marketplace does have cloth stalls, probably 2 will do comfortably for 30 houses.
3) Cloth stalls are manned by warehouse workers (from a warehouse right next to market).

If all 3 conditions are true, your houses have full coverage of clothing need.
AngerIsAnEnergy May 4, 2024 @ 9:50pm 
Here's how you control market stalls.

Remove all producing workers momentarily from all buildings who could possibly supply a stall.

Staff the granary + storage buildings to appropriate levels - if you need 2 peddlers have 2 additional workers, as a start.

Delete the market place. Wait for all goods to be picked up and moved to granary/storage

Calculate your overall need for each resource type, food, firewood, clothing.

Stalls can hold 50 items max. Now calculate how many stalls you need to provide 100% fulfillment for each type. Build a marketplace for that number of stalls only.

Now let the game run and only the granary + storage worker will build stalls.

Once they are all build and fulfilled re-assign worker and ignore their damn pleas to build their own stall - they are not worthy of the task.

As you grow your town be mindful when you will need to add new stalls for demand. Rinse and repeat the delete, resize, rebuild stage.

Its a mess :-)
redhongkong May 4, 2024 @ 10:00pm 
https://steamcommunity.com/app/1363080/discussions/0/4358998466165662296/

click link above and read my guide

market stall have 50/50 stall limit. u cant have mulitple items from same catagory in same warehouse, they will interfere with each other
TenzN May 4, 2024 @ 10:01pm 
Originally posted by AngerIsAnEnergy:
Here's how you control market stalls.

Remove all producing workers momentarily from all buildings who could possibly supply a stall.

Staff the granary + storage buildings to appropriate levels - if you need 2 peddlers have 2 additional workers, as a start.

Delete the market place. Wait for all goods to be picked up and moved to granary/storage

Calculate your overall need for each resource type, food, firewood, clothing.

Stalls can hold 50 items max. Now calculate how many stalls you need to provide 100% fulfillment for each type. Build a marketplace for that number of stalls only.

Now let the game run and only the granary + storage worker will build stalls.

Once they are all build and fulfilled re-assign worker and ignore their damn pleas to build their own stall - they are not worthy of the task.

As you grow your town be mindful when you will need to add new stalls for demand. Rinse and repeat the delete, resize, rebuild stage.

Its a mess :-)


It sure is a mess right now. I tried this and got tired after a few repeats while expanding. It shouldn't be tedious to manage this. If we had more ease of control on the Market stall, we can focus on other aspects of the town.
Munglord May 4, 2024 @ 10:01pm 
Originally posted by AngerIsAnEnergy:
Here's how you control market stalls.

Remove all producing workers momentarily from all buildings who could possibly supply a stall.

Staff the granary + storage buildings to appropriate levels - if you need 2 peddlers have 2 additional workers, as a start.

Delete the market place. Wait for all goods to be picked up and moved to granary/storage

Calculate your overall need for each resource type, food, firewood, clothing.

Stalls can hold 50 items max. Now calculate how many stalls you need to provide 100% fulfillment for each type. Build a marketplace for that number of stalls only.

Now let the game run and only the granary + storage worker will build stalls.

Once they are all build and fulfilled re-assign worker and ignore their damn pleas to build their own stall - they are not worthy of the task.

As you grow your town be mindful when you will need to add new stalls for demand. Rinse and repeat the delete, resize, rebuild stage.

Its a mess :-)

WHAT A MESS hahaha I really really hope this isn't the intended use. But I worry, because Slavic recently called a vote for if we wanted to allow artisan families to create stalls and I'm here thinking I NEED IT TO BE EASIER FOR ONLY WAREHOUSE WORKERS TO MAKE STALLS AHHHHHH
Don Cool May 4, 2024 @ 10:04pm 
Originally posted by AngerIsAnEnergy:

Its a mess :-)

It really is. I made the following video to help folks here, it held true until I reached 200 pop, then it started to get abnormal. Constant cravings for new market stalls which I didn´t feel they needed but got tired of the whining. Made new space and now I have some 10 empty various market stalls but enough food/other goods in the others to feed my town, I counted that once, wrote everything on a piece of paper and it was sufficient for the number of families I have. I even tested with 16 granary workers just to test the food issue, solved nothing as the houses furthest away are randomly supplied in a way that makes no sense.

However, if I delete an empty market stall that is never being used it immediately gets built up again and stays empty.

https://www.youtube.com/watch?v=s2kMVFj70-M
TenzN May 4, 2024 @ 10:05pm 
Originally posted by Munglord:
Originally posted by AngerIsAnEnergy:
Here's how you control market stalls.

Remove all producing workers momentarily from all buildings who could possibly supply a stall.

Staff the granary + storage buildings to appropriate levels - if you need 2 peddlers have 2 additional workers, as a start.

Delete the market place. Wait for all goods to be picked up and moved to granary/storage

Calculate your overall need for each resource type, food, firewood, clothing.

Stalls can hold 50 items max. Now calculate how many stalls you need to provide 100% fulfillment for each type. Build a marketplace for that number of stalls only.

Now let the game run and only the granary + storage worker will build stalls.

Once they are all build and fulfilled re-assign worker and ignore their damn pleas to build their own stall - they are not worthy of the task.

As you grow your town be mindful when you will need to add new stalls for demand. Rinse and repeat the delete, resize, rebuild stage.

Its a mess :-)

WHAT A MESS hahaha I really really hope this isn't the intended use. But I worry, because Slavic recently called a vote for if we wanted to allow artisan families to create stalls and I'm here thinking I NEED IT TO BE EASIER FOR ONLY WAREHOUSE WORKERS TO MAKE STALLS AHHHHHH


No wonder the Cobbler was trying to setup a shop today in my play through when I didn't them to do so. I was trying to build create space for 1 stall and the cobbler kept trying to force their stall there LOL .
Tr1cky May 4, 2024 @ 10:09pm 
Multiple Marketplaces are currently bugged as they will always deliver goods to the nearest buildings no matter if they are already provided with the same goods.

So spread out marketplaces can cover up this problem but will still almost guaranteed never "reach" all houses. A single Marketplace ist the only way right now.


Firewood ist an exception as buildings can only use 1 heating good.
Don Cool May 4, 2024 @ 10:11pm 
Originally posted by redhongkong:
https://steamcommunity.com/app/1363080/discussions/0/4358998466165662296/

click link above and read my guide

market stall have 50/50 stall limit. u cant have mulitple items from same catagory in same warehouse, they will interfere with each other

Question, so, how many different types of food would you put in a granary?

Made this video to help folks out and it held true until I reached 200 pop, it still does the job but not as good as I want it too, food being the problem. Too many empty stalls but those that are in place have more than enough to provide for the town.

https://www.youtube.com/watch?v=s2kMVFj70-M
Last edited by Don Cool; May 4, 2024 @ 10:12pm
Boogey May 4, 2024 @ 10:15pm 
Originally posted by Munglord:
WHAT A MESS hahaha I really really hope this isn't the intended use. But I worry, because Slavic recently called a vote for if we wanted to allow artisan families to create stalls and I'm here thinking I NEED IT TO BE EASIER
Yeah that vote made me REALLY worried Greg is out of touch of his game, building on top broken elements of the game just isn't the way.
RedChild May 4, 2024 @ 11:01pm 
So, I basically did the thing where I calculated how many stalls of each I would need to cover all food/clothing types and and divided that by 50. So with 30 homes, all maxxed out, I needed 5 food stalls, 4 clothing and 1 firewood. I tore down my markets and built right outside the granary/storehouse. I let them fill up and tore down a couple stalls as they came in hoping for the granary/warehouse workers. My last converted stall was filled by a weaver but it worked, so I left it. There is a momentary lapse every now and then for my farthest house, but it recovers quickly. Good enough. It will be much easier to control in my next settlement while building the town, I feel like, if I pre-plan the town and hopefully get the correct number of stalls from the get go and manage them as I expand with who is allowed a stall and what not. Easier because there's less competition for the stall space early on without all the production/artisans trying to hop in there. That's my hope anyways. It's a shame because I'm scared to expand this town anymore because right now it works, and it's such a fickle system I don't want to touch it anymore for this region. At the moment it is self sustaining and profitable, so I feel comfortable enough to move on.
redhongkong May 4, 2024 @ 11:16pm 
Originally posted by Don Cool:
Originally posted by redhongkong:
https://steamcommunity.com/app/1363080/discussions/0/4358998466165662296/

click link above and read my guide

market stall have 50/50 stall limit. u cant have mulitple items from same catagory in same warehouse, they will interfere with each other

Question, so, how many different types of food would you put in a granary?

Made this video to help folks out and it held true until I reached 200 pop, it still does the job but not as good as I want it too, food being the problem. Too many empty stalls but those that are in place have more than enough to provide for the town.

https://www.youtube.com/watch?v=s2kMVFj70-M

in the begging stage, less granary more family working will be fine,
but for late game, its best to put 1 food type in 1 granary, and u slowly increase the family working in those granary, as well as stalls run by them

many ppl just do 2 big granary and fully staff them (which works fine early game, but late game means they interfere with each other, also they waste time running around

i usually like iron+berry start(poor soil feritily, which means i only farm barley)
for iron berry start, i use veggie+egg as 2/4 main food source (they can go in 1 big granary and put more family to work at this location late game as they are delivered by home owner most of the time) i use double berry tech to use berry as my 3rd food choice
and apple is the 4th they

maybe if DEV could change the food delivered by homeowner to foods picked up by granary, then this setup would work even better
at current stage, all i can do is make sure veggie/apple farm is right next to their granary and market stall for reduced road travel.
Don Cool May 4, 2024 @ 11:30pm 
Originally posted by redhongkong:
at current stage, all i can do is make sure veggie/apple farm is right next to their granary and market stall for reduced road travel.

Thanks for explaining that, so I didn´t lie in my video, it just doesn´t tell the whole story about limiting supply of same goods. I will let the video be for now as it somewhat alleviates most people´s confusion about teleportation, the problem is when you reach 200+ pop and the stalls get messed up by warehouses with too many of the same goods.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: May 4, 2024 @ 9:28pm
Posts: 13