Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
Right, I agree with that last assessment. Just makes sense to bring everything to a common central intermediary and then have them sell it all. But how do I force that? Do you demolish the stalls set up by the primary suppliers?
Yep I made sure there was space for 20+ stalls. Only 2 were filled. Granary has a pile of meat in it, and the hunting post and gathering station both have some food too. I also have two chicken coops behind housing. The supply, demand, and transport is not the problem. Something just hasn't triggered them or is blocking them it would seem. I will try to demolish the existing stalls and see if people replace them. Is it possible that the family is just always completely occupied with other jobs?
Probably the simplest way would be to max out your granary and storehouse families, and make sure ALL of them produce goods at home that can be stored where they work. I know lots of YouTube videos say to make every burgage plot a two-family plot with space for a side-business but I think this might be why people see so many stalls. Maybe some key workers for the mines etc. should be families with no home sideline business.
I never allow firecutters, coal workers, farmers or traders because the work of a stall holder also includes picking stuff up from houses and doing a bit of walking, rather than doing their production job which has a hit on efficiency.
I also only build three stalls at a time, one for each, and spread them out around the city for 100%. I only build a final large market in the centre for endgame and there is always demand for stalls from workers but I ignore them.
I have found the best way to ensure these people have a stall is to sometimes remove all firecutters, coal workers, farmers and traders from their jobs until the warehouse workers, granary workers and others get on board, and I then give them their jobs back. I sometimes also find unemploying the granary and warehouse workers and employing them again.
Interesting. In my successful towns on challenging difficulty so far I've done a mix of 3 types: - lots of single unit housing for things like mines, the church, smithies
- some small workshop single unit buildings for things like shields, clothes, or brewing
- a few very large workshop, double size buildings for carrots or apples
I've basically tried to avoid double size housing for the most part, thinking I'd rather have two separate burgages for the freedom to assign people to multiple different jobs. If everyone in a family being busy with logistics is causing these hangups though I'll have to reconsider that.
and availble stall
if item is picked up by storage worker, and 0 inventory in work area, worker in work area wont setup stalls.
but its only early game thingy, u want storage worker to sell items in stall, asking work area worker to do the selling downgrade their working efficiency
u can always pause game, click stall worker and assign him/her to anywhere(let say ox post,) and someone else will get to work at this stall, most likely the one with available resource at their workplace(usually storage worker)