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thank you ill give that a go ... was having the same issue as the OP
Also did you buy the specialized trade routes for each of the products you want to export? If not you'll get random traders that just buy w/e. If you spend the money to establish a trade route, however, traders will come for those specific commodities.
Are you sure?
The range of markets is unlimited. So it's more about having enough firewood stalls with enough stock to support each home.
Having multiple small markets causes logistics problem, because each storehouse/woodcutter has to cart their goods to the stall. So it's better to have one large market and keep your storehouses and granaries adjacent to your market
Wait, you can BUILD stalls?? I thought they just got automatically built by.... someone. I'm not entirely sure who is even responsible for supplying and peddling at the stalls. Do you need someone AT the stall for it to supply? Who does that? The storehouse worker or the resource producer? The logistics in this game are SO confusing. I can't tell if there's a bug or if I just don't understand how it is supposed to work.
Similar to the hitching post. Do you need a dedicated ox guide? Does that help?
You build the market area, as big or small as you want. Then your population builds stalls based on the number of products that are available in your town. You can relocate those build stalls to other areas for better coverage. For example putting a food stall next to your granary that also sits next to your farms for optimal travel time to restock.
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ur warehouse too busy(make 1 store firewood only)
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warehouse worker travel too far (build ur warehouse next to market and have firewood cutter nearby and tree planter as well)
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current version houseplots in construction is not counted , so firewood woker will miss calculate the right amount to deliver, so make ur build as fast as possible