Manor Lords

Manor Lords

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What's the criteria for setting up a stall?
My firewood chopper set up a stall in a market immediately when he was first assigned. My hunter, forager, and granary worker all won't. I have plenty of food but none of them are putting it up on the market and my popularity is tanking.

I've never noticed this being such a huge issue for me before. Normally if anything it feels like overkill, where I have multiple stalls all selling the same thing and I think to myself "Why do I need all 3 foragers from a single gathering site holding market stalls?" But my last two playthroughs now on challenging mode have been cut short because people just refuse to set up a shop right next door. I don't get it.

Does anyone know how the game decides whether someone will set up a stall?
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Beiträge 115 von 17
It seems that any and every occupation wants to set up a stall. I just asked why my stonecutter family wanted to. What will they sell there? Do you have enough space on your market for another stall? Is there stock in the granary?
If the family has any sort of business (vegetables, eggs, firewood, etc) they will set up a stall if there is space for one in the market but I think the best stalls are owned by the families who work at the Granary and Storehouse as they have access to more goods.
Zuletzt bearbeitet von baldrick; 6. Mai 2024 um 1:19
Ursprünglich geschrieben von baldrick:
If the family has any sort of business (vegetables, eggs, firewood, etc) they will set up a stall if there is space for one in the market but I think the best stalls are owned by the families who work at the Granary and Storehouse as they have access to more goods.

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?
My charcoal kiln worker also wanted to open a stall, mind you its not a firewood stall, but a food stall. I let them since the original food stall opened by granary workers left unattended with almost nothing inside
I've noticed crafter's and tradesmen of all types setting up stalls and whats more they don't just stick to selling their own goods. I see the bowyer's stall selling food for example. I think its just a bit of free enterprise by the families to make some extra coin to cover their taxes.
Ursprünglich geschrieben von Virtualalex67:
It seems that any and every occupation wants to set up a stall. I just asked why my stonecutter family wanted to. What will they sell there? Do you have enough space on your market for another stall? Is there stock in the granary?

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?
Ursprünglich geschrieben von GarbageCollector:
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?

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.
Zuletzt bearbeitet von baldrick; 6. Mai 2024 um 1:30
Ursprünglich geschrieben von GarbageCollector:
Ursprünglich geschrieben von Virtualalex67:
It seems that any and every occupation wants to set up a stall. I just asked why my stonecutter family wanted to. What will they sell there? Do you have enough space on your market for another stall? Is there stock in the granary?

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?
I wonder if it has anything to do with the size of the family and whether they have to people to man the stall.
I only allow the warehouse workers to have a stall for firewood, the granary for food and tailors, cobblers, tanners and weavers for clothing. I do not allow warehouse workers for clothing.

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.
One more thought (which I am going to try out now). Maybe if you limit the work area of the granary and storehouse to the marketplace the granary/storehouse families will add goods to the stalls? You might be able to do this temporarily just to create a variety of food at a food stall owned by an eggs producing home for example.
Ursprünglich geschrieben von baldrick:
Ursprünglich geschrieben von GarbageCollector:
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?

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.

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.
Ursprünglich geschrieben von kimiko025:
I only allow the warehouse workers to have a stall for firewood, the granary for food and tailors, cobblers, tanners and weavers for clothing. I do not allow warehouse workers for clothing.

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.
I was not aware that the player had any control over the building of market stalls. In my game it seems to just happen automatically at the whim of the settlers.
they need items in their "pantry" or "generic storage"

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)
Add stores in your lvl 2 Burgage these are like Tailor / coblar, Click the arrows next to carrots and see what is there available these will add a stall in your market.
I'm pretty sure the criteria is a population. Once I reach 10 families they tries to build additional stall of every type. So it looks like they build 1 stall of each type per 5 families. And something like 30 stalls in total in a village of 50 families.
Zuletzt bearbeitet von Eltoron; 6. Mai 2024 um 3:21
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Beiträge 115 von 17
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Geschrieben am: 6. Mai 2024 um 1:12
Beiträge: 17