Manor Lords

Manor Lords

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Mundus May 8, 2024 @ 12:30pm
Market Tips and Tricks
Hello, so I just wanted to give people a quick guide on how they can achieve 100% Happiness within a large town since it can be hard to do owing to the way the markets and resource distribution works.

Each plot consumes 1 food and 1 fuel per month (NOT PER FAMILY!)

When you get into the higher tiers, you need variety in clothing and food, so how do we fix this?

1. Build AT LEAST 2 pairs of granaries/storehouses next to market areas, this allows goods to be transported quickly and efficiently, as unfortunately there is no notification for how many granaries/stores a market should have, but I have found success with three/four pairs of each building next to a market area to keep stalls stocked.

2. DISABLE THESE ITEMS FROM BEING PUT INTO GRANARIES/STOREHOUSES:

Ale
Grains
Flour
Wheat/Rye
Barley


You want to disable these for multiple reasons.

In farming, after you take wheat to a farm house, its threshed into grain, then the grain is taken to a windmill to be ground into flour, which is taken to a bakery to make bread, which is then taken to market.

YOU DO NOT NEED FLOUR, GRAIN or WHEAT to be stored in granaries as the buildings required to make and store these resources already have enough resource holding capacity of their own.

As for barley/flax and wheat, the storehouse workers will disrupt the distribution of goods, this is why your taverns are not getting ale, because it's being taken from the malthouse, to the granary, then to the tavern, then back again in some cases as it can be bugged meaning the tavern is perpetually always empty.

Stop ale going into your storage, allow it to just be taken directly from the malthouse to the tavern, you SHOULD be building these two next to eachother. You should also have I'd say upto FOUR brewery upgrades

As for clothing:

You get leather from the tannery/goat upgrade from hides

Then you get wool which is spun into yarn/linen from sheep, which then is combined with dye from berries to make the two types of clothing from fletchers. Have TWO fletchers, one for cloaks, the other for hoods, the cobbler for shoes.

As for food:

Unless you have the rich berry and hunting deposit you will likely end up in a food defecit at some point, to supplement this AND make sure you have atleast four food items available at all times, intake how many families you have and round upto the nearest fifty for each family, for example.

Say I have a family of 130, import at least 150 of every food item (minus bread) so apples, meat, berries, honey, apples continually, and you should have enough to go around, again, make sure you have enough storage buildings/families to work them to make more stalls and keep goods flowing. (I am not yet quite sure on the exact maths for this but it is what has worked for me.)

Secondly the way markets work is a first come/first serve basis. Whichever houses are close will get their needs met first. So a level three house will get 4 food items, 2 clothing, then so on and so on down the list of houses, until the house can't be stocked, or is too far away.

To counter this, build another setup of granaries and storehouses close to the houses with unmet needs, stock them and build another marketplace close by these houses.

This is what I have done to alleviate market issues.

I hope this helps people.
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Showing 1-8 of 8 comments
russfarr2007 May 8, 2024 @ 1:00pm 
Good info - this should help a bit until the patch. Will give it a try - Thanks
gczobel May 8, 2024 @ 1:14pm 
@Mundus Thanks! About granaries/storehouses . You said "three/four pairs of each building" ... how many families you assign there? Full? Only one family assigned?
Mundus May 8, 2024 @ 1:43pm 
Originally posted by gczobel:
@Mundus Thanks! About granaries/storehouses . You said "three/four pairs of each building" ... how many families you assign there? Full? Only one family assigned?


Always fill them.
[BLK] Telu May 8, 2024 @ 1:54pm 
Originally posted by gczobel:
@Mundus Thanks! About granaries/storehouses . You said "three/four pairs of each building" ... how many families you assign there? Full? Only one family assigned?

Two family, there is only two carts per storage. No need more, i think.

Unless you have the rich berry and hunting deposit you will likely end up in a food defecit at some point, to supplement this AND make sure you have atleast four food items available at all times, intake how many families you have and round upto the nearest fifty for each family, for example.

No need for rich berry. Just harvest berry when it's growing (like put 8 guys on it). And you will have 300 berries. When the berries are mark "seasonal", you are screwed and you will harvest not much.
Last edited by [BLK] Telu; May 8, 2024 @ 1:57pm
gczobel May 9, 2024 @ 2:26am 
Thanks again Mundus! I tested this today and now I have 100% coverage of fuel and food!
Simply added a pair of granary/storehouses and recreated a single market.
Panzer.EXE May 9, 2024 @ 4:14am 
I'm just wondering what's the priority for filling the market areas.

I built a big central market area first. I built some houses further away from the central market and they of course had supply issues. I tried to fix this by making a small market next to them but no market stalls where built there. New stall kept popping up at the bigger market, it still had space. There even where plenty of production buildings next to the smaller market so by all accounts the new stalls should've been built in the new market area which was closer to buyers and suppliers and that had higher demands.

So what I'm thinking is that you should never build big markets (mine was 19 stalls), and instead build smaller ones and spread them out. Then of course you'd need the storehouses spread out in some manner too.
Last edited by Panzer.EXE; May 9, 2024 @ 4:16am
failsafe May 9, 2024 @ 4:28am 
Regarding number of storages/grenaries per market - I guess it depends on the size of the market. If market has 15 stalls then it will need less sellers than one with 50. Im still not sure what is the best size, Im testing different sizes between 15 and 30-35, but so far I believe that optimal would be around 20-25. Small markets dont make sense, since they get filled with just few trading items and that is it.

Now, the question about how to properly distribute goods to and from storages. It seems to me that there is a range for each storage. Workers from particular storage dont build stalls too far away, but Im not sure what is this range. Also, I still dont understand how storages are getting their supply, since I constantly have pantries filled to the brim and some grenaries empty with more then enough workforce.

Anyone knows how grenaries and storages are getting their supply? Are they actively looking for goods or just passively waiting until someone delivers it by accident?
Mazz May 9, 2024 @ 4:47am 
Remove the post and make a tips guide otherwise this will dissapear
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Date Posted: May 8, 2024 @ 12:30pm
Posts: 8