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To put it another way, there are two possibilities. Your producers (berry pickers, hunters etc) will acquire resources and then set up a market if market space is available. They will as a family unit also transport goods to market and man the market stall. Transporting goods to market requires an additional resource- time. They can not carry much and it takes time. Demand can easily outstrip supply in such a situation. Alternatively your granary workers can use carts to visit your berry pickers and hunters, transport more goods per trip to the granary, and set up multiple market stalls for single goods items if demand merits it. This frees up your resource acquisition workers to focus on that, increasing output and throughput.
I think I have that right, but without documentation your guess is a good as mine.
The more stalls there are (vs. population) the less likely all those stalls will be full because the goods get split up between too many stalls. There's something weird with that, it messes up the math in some fashion, I don't pretend to fully understand it - there are a lot of long threads trying to explain it, search for those.
But in essence, early game, keep the market small. One or two of each stall type.
If you get desperate, I find deleting ALL markets (so you have ZERO) and then building a new market of approx. similar stall size resets the mechanic, as ppl place their stalls again and fill them up again.
From the pinned known issues above-
"It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first."
So insufficient supply can manifest itself even though you have technically enough output, because stalls are distributing inefficiently and effectively acting as a sink..?
Time spent transporting goods also is time those goods are not being usefully used. Its not exactly intuitive..
i still don't quite understand it but i'm getting the picture that you would have to "know" how your town will look like after it develops so you have to place everything perfectly right from the beginning - or burn down houses and market places later on to rearrange your town? that's not very realistic tbh.
and how can i control how many stalls of each type there are, by what type of food i assign to the burgs?
yeah, i think i understand. but it doesn't make sense because then i wouldn'T have the issues i described with the burgs right next to the marketplace complaining about lack of food variety (one lvl 3 burg even showing zero food variety when in reality there's like 5 of 7 food types covered in the market place).
yes, but isn't that how it's already supposed to work according to the game? the burgs are telling me what they need and the marketplace tells me that everything they need is there (with a little fluctuation of course) but the burgs don't get it..
Example: start of game, one builds a warehouse, granary, and, say, berry collector. Warehouse wants to make a stall (with only one employee, probably for firewood), the granary will too (food), berry collector, food. If you then get leather/linen etc, either another warehouse worker or the clothing manufacturer (tanner, weaver) will want to make clothing stalls. So early game if you simply make a market that's only 3-6 stalls large, it'll just happen.
When your town grows, you can make new 3-6 stall segments next to the original, or like I said earlier, delete entire and just make a new single market that's a little bigger, each time. Up to you. Or you can micromanage by deleting individual stalls (they get a corner trash icon if you click on them) and hoping someone builds a stall type you want to replace it - but more often than not that's a frustrating micromanagement tactic, which is why I don't bother trying to do that anymore. ;)
alright, well while i hate rearranging and burning down houses just to follow unclear game mechanics, i might do that to some extent. thanks for your help!
yeah it may make sense altogether for the game in some way, but it's certainly not how you would expect it to work. i hope it will be reworked a bit so there's more transparency and you either have more control or the game mechanic for food distribution gets better.
Thus why I think deleting/rebuilding resets it because then the newly built stalls will grab everything.
I've managed to make my last few towns market stable overall, only having to delete/replace them a couple times (up to 600 population), but I cannot say I understand the mechanics on a deep or math-y level. The only "design" element I feel like I need to do is keep warehouses/granaries/industry buildings fairly close together. An industry center, so to speak. Spreading warehouses/granaries all over your town willy nilly doesn't really seem to help with much, until maybe you're spread out across the whole map perhaps.
imho, it shouldn't be necessary to understand the mechanics on a deep/dev level to properly play and enjoy the game..
But it does work - I think part of it is just that if one is used to the "typical" city/town builder ways of doing things, it's hard to wrap the head around the way this game does it. I kind of had to get past that (just speaking for myself) a bit I guess. Just like I had to figure out those wonky market ladies and "access walkers" in Caesar 3 way back when.