Manor Lords

Manor Lords

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Rebel Syntax May 6, 2024 @ 10:04am
Do you even watch your peasants?
I can tell most complainers dont even zoom in and watch what their people do. This game has a first person feature. You should try it. Go to your food market stall in first person and follow that guy around.

Go to your warehouse worker that you build just to run the stall, follow that guy around.

After that, you can come back in here and complain about the bugs or why you cant get firewood or apples.
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Showing 1-15 of 32 comments
TimeTraveller May 6, 2024 @ 10:07am 
I do this but I can't work out one of these, wondered if you can explain maybe or help. I have a family assigned to a trading depot that is solely exporting construction materials but for some reason one them is in the market peddling clothes.... I'm confused on this one
Last edited by TimeTraveller; May 6, 2024 @ 10:07am
TimeTraveller May 6, 2024 @ 10:11am 
And they're burgage grows veg so it's definitely not a burgage related stall
Rebel Syntax May 6, 2024 @ 10:14am 
Originally posted by TimeTraveller:
I do this but I can't work out one of these, wondered if you can explain maybe or help. I have a family assigned to a trading depot that is solely exporting construction materials but for some reason one them is in the market peddling clothes.... I'm confused on this one

Ya thats an easy one. You made your market area too large. The markets are supply driven. So what happened was, you produce a lot of clothes types. This creates "pressure" on the supply side. The game found the closest family not assigned to a stall near the supply (you probably have clothes in your trade depot) and they built the new stall.

You can fix this buy limitting the market area that you allow to build stalls. Each stall can serve 50 plots per commodity type. Leather and boots for instance go in one stall.

You only need 3 market stalls for each plot up to 50.
TimeTraveller May 6, 2024 @ 10:22am 
Thanks, so my market has 120 stall capacity and essentially this can supply 1500 burgages? Splitting food, fuel and clothes equally between the 120 market stalls?

Also, I've tried the whole cottage industry model of having burgages next to buildings of work and it somewhat works.

Just checked, for some reason there's wool in that trade depot so that figures why she's peddling clothes!

Thanks
TimeTraveller May 6, 2024 @ 10:23am 
But the wools set to export but still going to the internal market stall via the trade depot?
Last edited by TimeTraveller; May 6, 2024 @ 10:25am
9erRed May 6, 2024 @ 10:27am 
Greetings,

The market will build stalls to supply the number of plots you have. (not the population you have)

As stated, in early game you only need a market plot size to handle the few commodities needed for level 1 homes. Plus the special buildings that want to make there own stall, Berries, firewood and hunters.
TimeTraveller May 6, 2024 @ 10:28am 
And the stall she's workings not selling any wool but linen which is odd.

I get why they would want to be peddling linen rather than humping those stones across country to trade like I assigned you to do...
Last edited by TimeTraveller; May 6, 2024 @ 10:32am
TimeTraveller May 6, 2024 @ 10:30am 
So the markets way too big for my settlement, it's just spreading the goods thinner over more stalls and subsequently draining people to man these extra, unnecessary stalls?
Rebel Syntax May 6, 2024 @ 10:39am 
Originally posted by TimeTraveller:
So the markets way too big for my settlement, it's just spreading the goods thinner over more stalls and subsequently draining people to man these extra, unnecessary stalls?
Yup
Dayemon May 6, 2024 @ 10:49am 
Now do this in a big pop city 300-500 with veggies, eggs, and bugged apples. Put 5 granaries in the middle of all your veggie/egg/apples farms set them only for veggie/eggs/apples load them with workers, and watch them all idle and do nothing while pantries are full of hundreds of veggies/eggs/apples.

There is a problem with veggie/eggs/ and apples are totally bugged as you have to bulldoze the houses to get them.

Do this and then tell me this isn't a bug or maybe it's by design so granary workers don't get overloaded with houses. But you can't even trade veggies/eggs/apples because traders won't pick them anywhere besides a granary and they never make it to granaries in the first place.
Last edited by Dayemon; May 6, 2024 @ 10:51am
TimeTraveller May 6, 2024 @ 10:54am 
Originally posted by Rebel Syntax:
Originally posted by TimeTraveller:
So the markets way too big for my settlement, it's just spreading the goods thinner over more stalls and subsequently draining people to man these extra, unnecessary stalls?
Yup
Thanks, it's interesting as the trade depot workers seem more proactive to man stalls that need people and some workers will just idle/wait, but then they're usually gathering type families so maybe they just await more resource where a trader family seem more proactive programmed...
Rebel Syntax May 6, 2024 @ 10:55am 
Originally posted by TimeTraveller:
Thanks, so my market has 120 stall capacity and essentially this can supply 1500 burgages? Splitting food, fuel and clothes equally between the 120 market stalls?

Also, I've tried the whole cottage industry model of having burgages next to buildings of work and it somewhat works.

Just checked, for some reason there's wool in that trade depot so that figures why she's peddling clothes!

Thanks
Well if we assume that you have 3 stall types (food, fuel, clothes), you have 40 of each. 40x50 is 2000 plots. But generally speaking, ya you get it.

Helps to think of it like building farm plots of 10 acres early game, or massive veggie gardens. You just dont have the labor to deal with it. Sure you can try it, but your growth is going to stunt at some point.

Imagine what happens in this scenario (or better yet watch ot happen). Say you have 10 market stalls for clothes, 2 cloth types (leather and shoes), and 20 burg plots. Each stall is *capable* of distributing 20 of either leather or shoes.

For argument sake lets say that each stall has 1 leather and 1 shoes. Thats 2 cloth type per for a total of 20 to equal your distribution needs of 20 burg plots.

So what happens is, when a shoes or leather is consumed, every single stall wants to go out and resupply that item. So all 10 stall workers go to find the nearest item. (There is a bit more to this, but get this part first).

Eventually, one of those peddlers makes it back to the market first and the distribution order gets cancelled leaving your peddler with nothing to do.

Whats worse, is that the peddler family rotates between peddling, their job, and waiting at home. So the family member that was going to fill the distribution order but failed to make it in time just goes home to wait. Why? Cause while that was happening the waiting family member started going to the market to occupy the stall.

Whats even worse is when they have a job to do, like take leather from the tanner to the storage, as soon as their task is complete, they go to the stall and the family member that was going to the stall fills the role in thw storage.

Multiply that times 10. Its why people have pantries full of veggies and apples. Their work force is all trying to flood the market place will unneeded supply orders.
Last edited by Rebel Syntax; May 6, 2024 @ 11:03am
Rebel Syntax May 6, 2024 @ 11:00am 
Originally posted by Dayemon:
Now do this in a big pop city 300-500 with veggies, eggs, and bugged apples. Put 5 granaries in the middle of all your veggie/egg/apples farms set them only for veggie/eggs/apples load them with workers, and watch them all idle and do nothing while pantries are full of hundreds of veggies/eggs/apples.

There is a problem with veggie/eggs/ and apples are totally bugged as you have to bulldoze the houses to get them.

Do this and then tell me this isn't a bug or maybe it's by design so granary workers don't get overloaded with houses. But you can't even trade veggies/eggs/apples because traders won't pick them anywhere besides a granary and they never make it to granaries in the first place.

Easy 400 pop is 68 level 2 plots. You need 6 market stalls. Already did it. Fully supplied (it slightly fluctuates in my suburbs as expected). No problem at all having upgraded granaries full of apples and veggies. I dont do eggs because they are super inefficient in mid/late game and are only efficient early game if you can get 5 steady food types going. You can do it with 4 food types but you need half your plots to be chickens up to 50 plots. Egg production never catches up and distribution is very poor because of the distance created by rows of egg houses.

Go watch your people, man.
TimeTraveller May 6, 2024 @ 11:01am 
Originally posted by Rebel Syntax:
Originally posted by TimeTraveller:
Thanks, so my market has 120 stall capacity and essentially this can supply 1500 burgages? Splitting food, fuel and clothes equally between the 120 market stalls?

Also, I've tried the whole cottage industry model of having burgages next to buildings of work and it somewhat works.

Just checked, for some reason there's wool in that trade depot so that figures why she's peddling clothes!

Thanks
Well if we assume that you have 3 stall types (food, fuel, clothes), you have 40 of each. 40x50 is 2000 plots. But generally speaking, ya you get it.

Helps to think of it like building farm plots of 10 acres early game, or massive veggie gardens. You just dont have the labor to deal with it. Sure you can try it, but your growth is going to stunt at some point.

Imagine what happens in this scenario (or better yet watch ot happen). Say you have 10 market stalls for clothes, 2 cloth types (leather and shoes), and 20 burg plots. Each stall is *capable* of distributing 20 of either leather or shoes.

For argument sake lets say that each stall has 1 leather and 1 shoes. Thats 2 cloth type per for a total of 20 to equal your distribution needs of 20 burg plots.

So what happens is, when a shoes or leather is consumed, every single stall wants to go out and resupply that item. So all 10 stall workers go to find the nearest item. (There is a bit more to this, but get this part first).

Eventually, one of those peddlers makes it back to the market first and the distribution order gets cancelled leaving your peddler with nothing to do.

Whats worse, is that the peddler family rotates between peddling, their job, and waiting at home. So the family member that was going to fill the distribution order but failed to make it in time just goes home to wait. Why? Cause while that was happening the waiting family member started going to the market to occupy the stall.

Whats even worse is when they have a job to do, like take leather from the tanner to the storage, as soon as their task is complete, they go to the stall and the family member that was going to the stall fills the role in thw storage.

Multiply that 10 times 10. Its why people have pantries full of veggies and apples. There work force is all trying to flood the market place will unneeded supply orders.
Haha, my maths wasn't the greatest there... Definitely shrinking market place

Essentially this means I'd have 8 excessive clothing stalls for supplying 20 burgs from that initial 10 clothing talls - these 8 stalls all have peddlers and then when not peddling as they can't get the stock quick enough theyre idling. Or going for a drink. ..

I'm destroying the market place
TimeTraveller May 6, 2024 @ 11:07am 
So I have 60 burgages/families. If a stall can supply 20 of these and there's 3 stall types. I only need currently a market for 9 stalls capacity?

So conclusions, 1) my maths is getting better. 2) build multiple small markets as the settlement grows
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Date Posted: May 6, 2024 @ 10:04am
Posts: 32