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If you go to market and one of two food vendors is always out of food, then as far as you're concerned there's only one vendor.
I rectified this in game by simply adding more labour to food producers, as well as expanding food production.
Keep in mind, a single family on a gathering hut has only 3 people to gather, deliver, AND sell berries at the market. Having two families gives you an extra 3 people for logistics and sales.
Hmmm. That sounds like a bug alone, because if there are 3 food vendors but only 1 is fulfilled, there is definitely an issue. On that note, there is no option to choose which foods should be placed or considered priority, or let alone, how the vendor should respond to demand.
It all seems up in the air and quite random at the moment. ML is a great game, and will most likely be one of the greatest, but it's missing some very core basic parameters. And anyone who is criticizing it or speaking honestly about it is getting roasted.
But back to the primary issue, I've even tried making 3 separate granaries and assigned three separate families. But once again, it's all hit or miss. Despite the hype, or early access title, it's not much different from the demo. I don't blame the developer for caving into the pressure of selling 2 million copies for $40 a piece, which honestly could have sold for $70 if finished, $120 special edition. Developers should get paid, or at least reap some rewards, especially after 7 years, but there are way too many basic things that require fixing, that haven't been fixed to date.
are supplying a town of 52 lvl 1 plots, 12 lvl 2 plots, and 4 lvl 3 plots.
i am able to upgrade every single lvl 1 and lvl 2 plot, https://imgur.com/a/r0xY5nX no matter how far away they are.
but then again, i have 2.4K food. 800 fire wood. 80 clothes and 40 shoes in surplus.
That is one scenario tried. 1 stall, 1 granary. Even so, say there are 100 meat, 2 carrots and 5 berries in the granary. The food vendor will only stock 30 meat, nothing else and stand there peddling like an incoherent fool, which goes against the variety factor required for upgrading.
Also, it was mentioned that the food is NOT in storage/granary, but in fact at or in the vendor stall, where it is required to be considered a factor. Thus, the house next door not recognizing the same thing as the one next to it, is most definitely a bug.
That's like saying, an alien space ship lands in front of your house, but your neighbor doesn't see it, yet calls you crazy. Really? :)
Unable to see your links, since errors return saying the site is at full capacity. So, cannot really comment about your comment without seeing how your markets are setup. But thanks anyways.
hmm i am able to access the screenshots just fine. are you sure you don't first get directed to the steam website with the usual warning the link is going to an external website.
the way my market is set up is 1 large market with 30 stalls in the center of town. and 1 smaller market right next to it with 5 stalls. obviously also in the center of town.
The links take me directly to the site. Only the site gives me an error saying that there is too much traffic.
But with regard to ML, all my towns or villages are now set up with the market in the middle, after self discovering earlier, how goods are easily more accessible if markets are in the center, at least in ML.
Still, there is trouble having all the houses discover the stall's resources even when satisfactorily met, per the level requirements This is most surely a bug. Sorry, but I cannot be persuaded otherwise after trying numerous scenarios.
you can go ahead and believe it is a bug then.
for the 2 towns i have now, both with 200 population. i have a central large market with about 25-30 stalls. and once that one is full i build some small markets with only 3-5 stalls. and this is enough for me.
i also have the maximum amount of families assigned to my granaries and storehouses. if they are assigned they can carry more items per trip. and i would say that if i look at all my stalls in my large markets, they are all filled for about 70-90%
check each individual stall in your market, maybe you are simply not supplying it enough if you don't have enough people carrying things. also try assigning and then re assigning families from jobs if they have a market stall next to their icon. force another family to take over the stall that way and see if this fixes your problem.
I randomly had three level 2 burgages go out of food supply, although the market claimed to have the supply, but adding a large field of veg on one of the new burgages gave me enough food for two, however one still goes without enough, so I will simply add more homes growing food (chickens or veg) until it fixes :)
Thanks!
Also keep in mind that it's types of food available. You could have 5 food stalls in the market all selling bread and not a single one selling meat or berries. Balance is the key here.
I've found in my games that building a farm house with 2 workers per 3 fields worked out well. Add in a windmill with 1 worker per 3 fields working wheat and a communal oven with 2 workers (unless you get the bakery tech, at which point you can remove the communal oven and utilize the workers elsewhere) will keep you overstocked on bread.
When it comes to veggies, goats, and chickens... The only balance I've found here, due to lack of important info on the tool tip, is to build your production building and keep building farms until the amount consumed is equal to that being produced. For example - if your tannery is using 20 hides per year, keep building goat farms until you're producing 20 hides between the goats and your hunters (if you take that tech).
On a side note for the dev, please add info on the tool tip to show the production rate over a given time. i.e. 1 hide per month per farm. Giving the players this important piece of information will allow us to be more efficient in our town layouts.
For me it was something similar, with the issue not being the food producers themselves as such but the storage. A granary or storehouse with as many workers as you can spare seem to be a good solution. If the food producers spend too much time going back and forth to the market, the burgages furthest from the market seem to arrive too late for the full selection. But if you have four Granary families with a stall they keep their stalls going near continuously, with a full selection as to be found in the granary. Same for the storehouses. Having Granary and Storehouse workers as soon as possible solved most of my supply issues.
Outside of that, for towns that grow large or are spread out due to resources, having a main market and several smaller ones really helps.