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I at first thought this was wrong because I'd typically end up with so many veggies and eggs and apples in granaries and I kept having to build new granaries (very very large towns). I am no longer certain, but have not bothered to test it extensively either. Maybe I just had quick citizens. >.>
Eggs are no problem, only one egg produced in each house and it takes one villager to deliver that egg, never seen problems with this. Eggs are delivered by plot residents, same goes for skins.
Veggies on the other hand seem to be a weird mix, sometimes they pick them up ... sometimes they wait for "pantry full" trigger.
I hope this is not an intented mechanics, but a bug or something, and it will be solved in future. I understand that people from burgages might be overworked, but those from grenaries should fill in. Especially when they dont have own stalls. Not to mention that when there is an empty stall - with no food - it is still better to go and fetch food rather than just sit and wait.
Any idea why some of workers in grenaries dont place own stalls?
If you delete an individual stall from a market, you can see the AI decide someone else is going to build a new one. If you keep repeating this, it can be someone different every time. One times it's the cobbler. One time it's the baker. one time the wood cutter. Maybe finally it's the granary.
Stalls are placed on a plot quota, usually done by those in granaries, warehouses or appropriate workforce. However to meet the quota sometimes a random villager will open a stall if criteria fails. Newly assigned granary workers wont take that stall automatically, you have to do it manually by assigning the smelter f.ex. who owns a food stall to the granary.
If the quota is filled no new stalls will open.
I think the biggest issue with the whole market stuff is too many people can/are allowed to want to make stalls. Edit: or this "quota" is way too high
Assuming the "food" stall is being run by a carpenter, just move that family to the Granary.
I have easily 20 free stall spaces. I have three markets. Dont remember now but each has 25 spaces maybe. So, with 9 stalls from grenary and some more from other merchants yes, I should have those 30 spaces free. I tried moving stalls between market - this actually seems to be a decent solution, but it does not change the fact that empty spaces are not covered by other merchants.
How can I know the quota?
Yes. Goats should give food, since they are killed anyway. Waste of good meat.
We should be given option to decide about distribution of stalls. I wouldnt mind if I could make a decision that stalls of each type should be distributed equally among markets. Or decide that particular market should have 50% of all available stalls. Also, these stalls should respect total availability of types of merchants. So, not just food stalls and wood stalls, but while new merchants arrive with their goods stalls should be redistributed. If we filled first market just with wood and food, then at the point where we have clothes it is already too late for these merchants to do trade.
One thing I'm starting to suspect is that T3 housing might not be the best tradeoff, I have a lot of it, which means 2x density of people in the area and 1 less plot out back to work compared to a T2, which causes higher demand for goods per area around marketplaces. The only real benefit I can see is the additional town funds, but i'm at like 20k now and it has become essentially useless. On my next run I might just stick to T2 homes and deal with a bit less cash, but keep the logistics going a bit better, handle demand around town stalls better by spreading them out (space is never normally and issue) and also get the benefit of 2x more homes = 2x more plots to grow stuff, selling the excess at the trader probably covers most of the lost cash from doubling at T3