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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.
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
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.
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...
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.
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.
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.
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
So conclusions, 1) my maths is getting better. 2) build multiple small markets as the settlement grows