Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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.
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
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
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 :((
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.
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.