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Claybot Nov 25, 2021 @ 7:23pm
Market Spacing
There has been a lot of discussion lately on Market Placement. I do not agree with the concept of the market influence and the proximity of houses to the market.
This following was done in Vanilla Game, Large Map, Valleys
https://steamcommunity.com/sharedfiles/filedetails/?id=2661120787
I couldn't find much of a difference with having the markets spread out further than most of us would normally space them
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Showing 1-15 of 24 comments
maiden4meldin Nov 26, 2021 @ 1:59am 
I played a game on my old computer so I have no access to those screenshots I took three years ago.

I played as I normally play, putting my houses inside the Market radius. Then I purposefully built a fishing dock, with three barns, and three houses, outside the Market radius. I kept a close tab, via screenshots every year. What happened in the first five years was unremarkable, as children tend to wander off to other areas nearby to play, and they returned with food. This was the first time I had seen children do this. These same kids, went to school in the area closest to them. But once they were students, did not bring back food at random anymore. By the time the kids were grown and the elder couple were alone in the house however. Things got interesting.

The food inside the house by fishing docks, was all fish, nothing but fish. The elderly couple still worked as fishermen, but they did not ever travel to put food into their house. They did go to market for tools and clothes and firewood, but not food. Their health and their happiness both decreased, I think their happiness went to 3 stars, and their health at time of their death was at a 2 hearts. When this couple passed away, the new couple moved in, they brought with them, Market foods for their initial stocking, and the children under ten years old, would boost their market foods until they became students. All of their health and happiness continued to go down.

The other thing I noticed by watching these three houses so closely, was that the students walking further to school, took a full two years longer to graduate, than the other students that had houses inside the Market ring, with their school being beside the market itself.

While I did this experiment with a fishing dock. I suspect if I had done it with a gathering post nearby, the results would have been very similar, with the exception, that the food inside the houses would reflect the forestry hubs offerings. Everything the gathering post provides to the nearest barns, and the hunting cabins offerings. So the people would likely stay relatively healthy for much longer. Which is why I chose to do this with a fishing dock.

Another one of my findings, was as my happiness and health declined, the idle time of the Fishermen in the unmarketed area went up, the production of their annual catch continually declined as a result of poor health and lack of happiness.

So while one can play games without allowing the market to do its job, I do not agree that it doesn't make any difference. For one or two houses outside market range, its fine. But whole communities without a market?? No, not for me. I will continue to put my houses inside a market, and not build housing outside the markets range.
Didz Nov 26, 2021 @ 2:32am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2664469003
I usually build a series of settlement hubs in a linked network across the map alternating between Forest Hubs and Market Hubs. The idea being to use the Market Centres as distribution centres that collect resources from the Forest Hubs and local producers andf make them readily accessible for bannies from neighbouring Forest Hubs and the traders from the next Market..
Last edited by Didz; Nov 26, 2021 @ 2:33am
Ready2produce Nov 27, 2021 @ 6:28am 
Originally posted by Claybot:
There has been a lot of discussion lately on Market Placement. I do not agree with the concept of the market influence and the proximity of houses to the market.
This following was done in Vanilla Game, Large Map, Valleys
https://steamcommunity.com/sharedfiles/filedetails/?id=2661120787
I couldn't find much of a difference with having the markets spread out further than most of us would normally space them

I notice, in your screenshot, that its year 95 ... a lot of decisions were made on the way.

What I'm saying is you've dealt with a lot of challenges in order to get to year 95.

Having never reached year 90, I'm not sure I know what those challenges were for you.
Ready2produce Nov 27, 2021 @ 6:36am 
Originally posted by Didz:
https://steamcommunity.com/sharedfiles/filedetails/?id=2664469003
I usually build a series of settlement hubs in a linked network across the map alternating between Forest Hubs and Market Hubs. The idea being to use the Market Centres as distribution centres that collect resources from the Forest Hubs and local producers andf make them readily accessible for bannies from neighbouring Forest Hubs and the traders from the next Market..

I luv that screenshot ... better than what I'm using in a Challenge section.
Claybot Nov 27, 2021 @ 6:48am 
Originally posted by Ready2produce:
Originally posted by Claybot:
There has been a lot of discussion lately on Market Placement. I do not agree with the concept of the market influence and the proximity of houses to the market.
This following was done in Vanilla Game, Large Map, Valleys
https://steamcommunity.com/sharedfiles/filedetails/?id=2661120787
I couldn't find much of a difference with having the markets spread out further than most of us would normally space them

I notice, in your screenshot, that its year 95 ... a lot of decisions were made on the way.

What I'm saying is you've dealt with a lot of challenges in order to get to year 95.

Having never reached year 90, I'm not sure I know what those challenges were for you.

Play the game learn the game, current game has no marketplaces at all
maiden4meldin Nov 27, 2021 @ 8:07am 
Originally posted by Claybot:
Current game no Markets

As I said in my original reply, While you can play without the Markets, I do not choose to do so. Here is why.

Markets make my people more efficient. By having the Vendors do the collecting of all the foods and resources I am bringing in via Trading.

Without the Vendors, my food trades would just sit at the Trading Posts Barns, until they got too full to carry more goods. And not be distributed around my map.

Barns will carry most anything that the stockpiles do not carry. We know this. So if you build a self sustaining township, and limit how many barns are available to the Farmers, Gatherer's Herdsmen, and Hunters, then sure, playing without a market is viable.

Citizens will go to the nearest Barn, or the Nearest Market, They prefer to go to Markets over Barns, it is how the AI is set up. Without a Market, you have to build into every area the four food groups. And even this doesn't ensure that the people will get what they need/want from that area.

If I build plums in one area, and peaches in a different area. Area with Plums will not have access to the Peaches. The area with Peaches won't have access to the Plums. That is just how the game mechanics are. The Vendor is the only player in the game, that will Travel, to bring Peaches to the Plum area, and ship Plums to the Peaches area.

You can choose, to try building all the farming goods, and all the orchards and the gathering, pastures and fishing all in one area. But your efficiency for that area, won't be spectacular, the Barns needed would fill up with certain types of goods, and skip out on other types of goods. Vendors do not care where the goods come from, they just go and get it, from whatever barn has stock in it. Citizens prefer the Markets.

In my original post, I mention the children. Children under ten years old, will randomly refill their houses, with goods from markets, and various barns, until they turn ten, and become workers or students. After that, the game mechanic kicks in, and they will refill their house once per year. Children, will go year round, and pick up a variety of goods, not necessarily their 100/year alotment. I followed a child and they refilled their house for the parents and siblings going to school. I found that very interesting, as this same child, went out of their way to go to a Market, many many times, and refilled that house.

As for tools and clothing. True, you do not need a market for those items. Because they are specific, the citizen will travel to pick up tools and clothes from nearest source, still their preference would be given to the market. Even if you do not build tools or clothes in an area without a market, your people will travel to get those items, as they are needed by the people.
Claybot Nov 27, 2021 @ 8:16am 
Originally posted by maiden4meldin:
Originally posted by Claybot:
Current game no Markets

As I said in my original reply, While you can play without the Markets, I do not choose to do so. Here is why.

Markets make my people more efficient. By having the Vendors do the collecting of all the foods and resources I am bringing in via Trading.

Without the Vendors, my food trades would just sit at the Trading Posts Barns, until they got too full to carry more goods. And not be distributed around my map.

Barns will carry most anything that the stockpiles do not carry. We know this. So if you build a self sustaining township, and limit how many barns are available to the Farmers, Gatherer's Herdsmen, and Hunters, then sure, playing without a market is viable.

Citizens will go to the nearest Barn, or the Nearest Market, They prefer to go to Markets over Barns, it is how the AI is set up. Without a Market, you have to build into every area the four food groups. And even this doesn't ensure that the people will get what they need/want from that area.

If I build plums in one area, and peaches in a different area. Area with Plums will not have access to the Peaches. The area with Peaches won't have access to the Plums. That is just how the game mechanics are. The Vendor is the only player in the game, that will Travel, to bring Peaches to the Plum area, and ship Plums to the Peaches area.

You can choose, to try building all the farming goods, and all the orchards and the gathering, pastures and fishing all in one area. But your efficiency for that area, won't be spectacular, the Barns needed would fill up with certain types of goods, and skip out on other types of goods. Vendors do not care where the goods come from, they just go and get it, from whatever barn has stock in it. Citizens prefer the Markets.

In my original post, I mention the children. Children under ten years old, will randomly refill their houses, with goods from markets, and various barns, until they turn ten, and become workers or students. After that, the game mechanic kicks in, and they will refill their house once per year. Children, will go year round, and pick up a variety of goods, not necessarily their 100/year alotment. I followed a child and they refilled their house for the parents and siblings going to school. I found that very interesting, as this same child, went out of their way to go to a Market, many many times, and refilled that house.

As for tools and clothing. True, you do not need a market for those items. Because they are specific, the citizen will travel to pick up tools and clothes from nearest source, still their preference would be given to the market. Even if you do not build tools or clothes in an area without a market, your people will travel to get those items, as they are needed by the people.

My point is to show others that there are others ways of playing. Especially new players. They need to know that there is not just one way of playing the game. Most of the guides are laid out the same way you play, it is not the only way.

So many people on this forum think there is only one way to play and do not show there are alternatives.
Last edited by Claybot; Nov 27, 2021 @ 8:20am
mbutton15 Nov 27, 2021 @ 9:11am 
Originally posted by Claybot:
So many people on this forum think there is only one way to play and do not show there are alternatives.
That's why I keep mentioning I only use wooden houses and never build mines/quarries - just to jolt people into alternative options. :)
maiden4meldin Nov 27, 2021 @ 10:38am 
My point is to show others that there are others ways of playing. Especially new players. They need to know that there is not just one way of playing the game. Most of the guides are laid out the same way you play, it is not the only way.

So many people on this forum think there is only one way to play and do not show there are alternatives.

Giving differing opinions is great and all. But knowledge alone is not fair to the players. Understanding the knowledge behind your play style is fair. I don't build all the food available. I do not do pasture animals, or build orchards, and taverns, or herbalists. But I explain my reasons behind those choices. To not play with a market, is just fine, but explaining that choice makes more sense. I also do not build wooden houses, because they are not as efficient as the stone houses. I don't break up families either, some think it makes no difference to the population rates, I don't care either way. I prefer my families to stay together, I build mines and quarries, because my early focus for trading is for food. Trading gives me the variety and surplus of food I want for my game. So I don't use my trading posts to buy stones and iron, because for me, I don't want dozens of farms all around, that take up my forestry needs. For me, forestry hubs supply my trading options. I get firewood from them, and if I had farms all over to provide the variety of food in the game, then I would get less from my forestry, because the land would be devoted to farming and pastures instead.
Sarsgamer Nov 27, 2021 @ 7:03pm 
I like using the market, even if just for extra storage space. I use it for my center point for new expanded areas as well.

My current map, which is up to like 500 adults, each house is in a market radius. I put a market in between two forestry hubs, sometimes a third if the space works for it. I'd go up to four, but haven't had a spot that'd work for that and that'd be pushing it a bit.

Now when ever i expand i start with the surrounding forestry stock piles, market, housing and school then the surrounding forestry hubs, then whatever else i want in my market radius.
Didz Nov 28, 2021 @ 12:59am 
The same except that I'm not so pedantic about EVERY house being within a market radius. I find children will walk quite a distance for something their family needs if it isn't within easy reach of their home and being children they have nothing better to do.

Instead I think of markets a gathering hubs for collecting a diverse selection of resources in a local area so that those children don;t have as far to walk.
Claybot Nov 28, 2021 @ 8:02am 
Originally posted by maiden4meldin:
My point is to show others that there are others ways of playing. Especially new players. They need to know that there is not just one way of playing the game. Most of the guides are laid out the same way you play, it is not the only way.

So many people on this forum think there is only one way to play and do not show there are alternatives.

Giving differing opinions is great and all. But knowledge alone is not fair to the players. Understanding the knowledge behind your play style is fair. I don't build all the food available. I do not do pasture animals, or build orchards, and taverns, or herbalists. But I explain my reasons behind those choices. To not play with a market, is just fine, but explaining that choice makes more sense. I also do not build wooden houses, because they are not as efficient as the stone houses. I don't break up families either, some think it makes no difference to the population rates, I don't care either way. I prefer my families to stay together, I build mines and quarries, because my early focus for trading is for food. Trading gives me the variety and surplus of food I want for my game. So I don't use my trading posts to buy stones and iron, because for me, I don't want dozens of farms all around, that take up my forestry needs. For me, forestry hubs supply my trading options. I get firewood from them, and if I had farms all over to provide the variety of food in the game, then I would get less from my forestry, because the land would be devoted to farming and pastures instead.

Maiden

Just wondering what you set your forestry limits at? Same goes for firewood production? Based on a large map.
Ready2produce Nov 28, 2021 @ 8:24am 
Originally posted by maiden4meldin:
My point is to show others that there are others ways of playing. Especially new players. They need to know that there is not just one way of playing the game. Most of the guides are laid out the same way you play, it is not the only way.

So many people on this forum think there is only one way to play and do not show there are alternatives.

Giving differing opinions is great and all. But knowledge alone is not fair to the players. Understanding the knowledge behind your play style is fair. I don't build all the food available. I do not do pasture animals, or build orchards, and taverns, or herbalists. But I explain my reasons behind those choices. To not play with a market, is just fine, but explaining that choice makes more sense. I also do not build wooden houses, because they are not as efficient as the stone houses. I don't break up families either, some think it makes no difference to the population rates, I don't care either way. I prefer my families to stay together, I build mines and quarries, because my early focus for trading is for food. Trading gives me the variety and surplus of food I want for my game. So I don't use my trading posts to buy stones and iron, because for me, I don't want dozens of farms all around, that take up my forestry needs. For me, forestry hubs supply my trading options. I get firewood from them, and if I had farms all over to provide the variety of food in the game, then I would get less from my forestry, because the land would be devoted to farming and pastures instead.

You're probably not surprised that I agree.

I think Banished discussions posting are diverse ... everyone has interesting ideas.

Otherwise, why read the posts?
maiden4meldin Nov 28, 2021 @ 5:39pm 
Claybot, I set my forestry limits low in early game, around 2000 for logs, and 5 or 6000 for firewood. Later in the game, I will have anywhere from 50,000 to 75,000 Firewood, and have around half that in logs. Thats why I can trade off 4,000 firewood at any given trader each trade.

With the logging, I seek out a happy medium, that the workers maintain the limit, but don't exceed it for very long. If I hit a firewood limit though, I usually just keep raising the limit there.

Firewood, Wood, and Food all have seriously High limits. But the rest of my resources and finished goods is at a much more reasonable amount. I think I prefer to keep my tools at a x5 the population, and clothing at a x3 population. Iron, Stone, I tend to keep down around 3,000 of those, and when I am trading, I no longer need any mining or quarrying, because my trades exceed that limit all of the time.

The reason I can keep my logging and firewood so high, is because I do not use up the land farming or pasturing animals. I build enough food, so if I don't get any food traders, I don't decrease the amount of food I have stored up by very much. But I trade for all the other foods available to me in the game, using firewood, logs, fish and mushrooms. This gives me an abundance, typically on a large map, I will have anywhere from 10 to 14 forestry nodes, with gathering posts, and hunting cabins. In every area of Markets I will have one each of blacksmith, tailor and woodcutters.

I also build what I call a "Barn Farm" I build rows of just Barns, and when my usual Barns and stockpiles are too filled to add more to them, I shut down the builders, and destroy ALL of my storage, and set every worker except Teachers, to transfering all the goods from the filled barns to the BarnFarm. I also build 10x10 stockpiles out by the BarnFarms as well, while I transfer and empty out all of my working Barns and Stockpiles. Once the Transfers are finished. I boost my Market's Vendors to around 6 each, so they can get their Markets restocked quickly. The Traders, I also boost their numbers as well, as their goods are now much further away too. I usually only have to do this One time, And typically happens when I am in the late game stages.
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Date Posted: Nov 25, 2021 @ 7:23pm
Posts: 24