Manor Lords

Manor Lords

View Stats:
Markus Nov 11, 2024 @ 8:25pm
Getting firewood to the market
Any way to get them to send more firewood to the market stalls? ive had large amount in the stockpile or in the woodcutter but they just dont keep up with sending it to market
< >
Showing 1-15 of 22 comments
Sleeper Nov 11, 2024 @ 10:27pm 
I'm new to the game but it seems that market stalls are weird. By this I mean you do not want a lot of them.

A lot of buildings have the option to place a stall in the market (Top right of the building's own screen when you click on it), but that does not seem to be always be a good good thing to allow, I was having issues of running out of fire wood in the market although I had over a 100 in storage and three fire wood stalls.

Turn off the fire wood makers option to place a stall and turn on the option for the storage to place the a Market stall instead. I did this at the start of a game, not sure if it works changing it all further into the game. The storage stall sells the fire wood although they did not seem to sell the leather. I had to allow the leather maker to put their own stall in the market.

Same with food, do not let the berry pickers, fisherman or hunters have a their own stalls and instead allow the granary to have one. On a restart this has worked for me so far, I am on 93% approval, stopped building homes at 15 while I get everything else up and running. Whether it will continue to work further into the game I do not know.

This game needs far more micromanagement it seems than is apparent at the start.
Sleeper Nov 11, 2024 @ 10:46pm 
Also it seems that the system does not look at a market and say, there is a stall there with three types of food so you can upgrade all the houses.

It looks at how much of a item is held on that stall, so a stall will only hold goods up to the number of occupied houses you have.

I have 15 occupied houses and the storage stall is maintaining 15 fire wood on it's stall, even though I have 106 in storage, it will only ever have 15 on the stall. I think this is the reason on trade buildings why you can set the amount to keep, it would need to be higher than the number of houses you have.

The granary stall however has 15 fish, 10 meat and 7 vegetables. This is only enough for me to level up 10 of the houses. Even though I have food there and three types of food, I need either 5 more meat or 8 more vegetables to be allowed to upgrade the other 5 houses. Placing more stalls would not solve this issue , not tried it but it might make the issue worse.
Sleeper Nov 12, 2024 @ 12:24am 
One last update, as you add more families into the granary and main storage they will put additional wood stalls and food stalls into the market area. Then the total between the same types of stalls is used to see if you have enough foods.
Didz Nov 12, 2024 @ 1:31am 
Originally posted by Markus:
Any way to get them to send more firewood to the market stalls? ive had large amount in the stockpile or in the woodcutter but they just don't keep up with sending it to market
Yes! Give the woodcutters their own market stalls.

That way you by-pass the blockage caused by the warehouses not collecting the firewood from the woodcutters camp, and if their generic storage is full anyway they won;t be doing anything else, so they might as well sell their own stock.
Joe Coffee Nov 12, 2024 @ 2:04am 
Originally posted by Didz:
Originally posted by Markus:
Any way to get them to send more firewood to the market stalls? ive had large amount in the stockpile or in the woodcutter but they just don't keep up with sending it to market
Yes! Give the woodcutters their own market stalls.

That way you by-pass the blockage caused by the warehouses not collecting the firewood from the woodcutters camp, and if their generic storage is full anyway they won;t be doing anything else, so they might as well sell their own stock.

There is already a firewood stall in the market. It will be one of the first buildings in the market that self pops-up, unless you've made food production a priority or gaff off woodcutting.
Last edited by Joe Coffee; Nov 12, 2024 @ 2:13am
Sleeper Nov 12, 2024 @ 2:17am 
Didz, this is a trade off between do you want more wood produced or more wood collected. If the woodcutters are full, adding another family into the warehouse adds another stall to the market place to sell the wood and also increases the peasants too collect it from the woodcutters as well as other stuff that needs collecting.

Just giving the woodcutters the right to a stall could reduce the amount produced because they are off doing other things, tending the stall, stocking there home Etc, If there production is reduced by too much then you will have nothing to sell.

Its a fine balancing act, you may get to the point where you have to let them do so and I seem to have reached that point now, but early game I would say do not let them.
Markus Nov 13, 2024 @ 6:24pm 
so through some testing i have found its not about the amount produced but the availabilty at market. Best way i have found is to have a storehouse that only takes in firewood fully staffed. still some issues but mostly fixed the problems
Akazie_Christi Nov 13, 2024 @ 6:58pm 
Originally posted by Markus:
so through some testing i have found its not about the amount produced but the availabilty at market. Best way i have found is to have a storehouse that only takes in firewood fully staffed. still some issues but mostly fixed the problems
Specializing is not so unrealistically simulated, then.
Although my towns are still small, I already have problems with firewood supply. I will try to put firewood storehouse near the center of the town, so thx
vavillalobos1 Nov 13, 2024 @ 8:14pm 
I commented this on another post but sharing again since I know the markets are a hot topic haha:

For the market stalls, make sure your storehouse/granary workers aren't too busy picking up items from other buildings. If you click on the building and open the "People" tab, you can follow them around and see what they're up to. As the town gets bigger, it can be a good idea to split up the responsibilities of the buildings. Some of the storehouses pick up clothing materials, others may pick up firewood, others might be raw materials.

Sometimes for me, LESS market stalls = HIGHER restocking... I think because the other 3/4 families take care of most of the transporting and this leaves more time for the market stall families to restock the shelves.

As a side note, I'm still testing this theory, but I believe you can actually setup a new storehouse/granary to accept zero types of goods BUT let them create stalls, and... they'll actually grab items from other storehouses. Since they aren't busy collecting anything, it seems like it lets them focus on ONLY restocking the stalls. I'm not sure if that's by design, but I suppose none of the families "own" the storehouse/granary items so :))) not entirely a logic flaw either haha
Akazie_Christi Nov 13, 2024 @ 8:46pm 
Interesting.

Building a new separate store, only accepting firewood, and setting the former universal storehouse to not accepting firewood paid out weakly, if at all. Although both buildings are well equipped with workers, they don't even transfer the firewood from one to the other.

I am beginning to understand the critics of the game better.

I played "The Settlers" (1, but it was only called the settlers when it came out). In 1996. And then and there, independent agents (the settler individuals) were able to carry goods from one store to another. The entire game fit on three 3,5" disks.
vavillalobos1 Nov 13, 2024 @ 8:50pm 
Originally posted by Akazie_Christi:
Interesting.

Building a new separate store, only accepting firewood, and setting the former universal storehouse to not accepting firewood paid out weakly, if at all. Although both buildings are well equipped with workers, they don't even transfer the firewood from one to the other.

I am beginning to understand the critics of the game better.

I played "The Settlers" (1, but it was only called the settlers when it came out). In 1996. And then and there, independent agents (the settler individuals) were able to carry goods from one store to another. The entire game fit on three 3,5" disks.

awe :// it does take a little bit of time for the families to settle out, but they definitely don't "transfer" goods between storehouses so i think that's operating as intended. sorry that didn't help :((
Akazie_Christi Nov 13, 2024 @ 9:10pm 
Originally posted by vavillalobos1:
awe :// it does take a little bit of time for the families to settle out, but they definitely don't "transfer" goods between storehouses so i think that's operating as intended. sorry that didn't help :((

It's not your fault, I am still thankful for the idea of building specialized storehouses. But when the workers can fill one up, they must be able to clear one out as well.

The relation between the few buildings can literally be drawn on a napkin. Stuff in, stuff out. The settlers had 26 different items.
https://www.siedlercommunity.de/wp-content/uploads/1999/09/siedler-waren.jpg

Every one of them had to be collected, harvested, mined, and/or processed, and assigned to their purpose/rightful owners.
You could even rank their priority in the transport network.

On 3 Disks = 4,5 Megabytes. In 1994.
#Hashtag# Nov 14, 2024 @ 3:03am 
I have made a handfull of large towns now, and in all of them i manually have to move market stalls. It seems like they will only set up stalls at the very first market stall lokation you make in the beginning. I have made other areas with both Grannery and storehouse, and then made a market stall area right next to them, but the workers sets up stalls at the first market stall lokation that is in the other end of the town. I dont get it
vavillalobos1 Nov 14, 2024 @ 4:49am 
Originally posted by #Hashtag#:
I have made a handfull of large towns now, and in all of them i manually have to move market stalls. It seems like they will only set up stalls at the very first market stall lokation you make in the beginning. I have made other areas with both Grannery and storehouse, and then made a market stall area right next to them, but the workers sets up stalls at the first market stall lokation that is in the other end of the town. I dont get it
How large are you making the marketplace? I think the current mechanics are that marketplace slots are filled in the order they are built. It's been helpful for me to leave a large space for a marketplace and then only create 4-5 stalls at a time
CosmicOdeum Nov 14, 2024 @ 9:24am 
OK, a couple misunderstandings in this thread:
1: Putting everything into warehouses is not the best idea because the workers there don't efficiently distribute it for whatever reason. It's better to place a woodcutter near to the market. Don't let your people put firewood in the warehouses.

2: You don't need multiple markets. Distant houses not being supplied is a supply issue, not a distance issue. Market goods teleport into houses in an order of close-to-distant. That's why distant houses are worse off, not because of travel time. If you have enough goods in your market, all of your houses will be supplied.
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Nov 11, 2024 @ 8:25pm
Posts: 22