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Nymphrena Feb 21, 2014 @ 8:06pm
Market Explanation?
Can someone explain markets to me? So far, I've just been using lots of storage barns.
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Showing 1-15 of 17 comments
Valerius Feb 21, 2014 @ 8:08pm 
Markets are much more efficient. They have wheel barrows and can carry a ton of stuff at once. So instead of each individal person having to make a trip for every item they can make a single trip to the well stocked market.

They try to make sure your market has some of everything your people need. For example people will mostly only eat local food, but if you have multiple types the market vendor will go out of his way to make a variety available at the market.

Variety of food is needed to stay healthy.
Last edited by Valerius; Feb 21, 2014 @ 8:09pm
Nymphrena Feb 21, 2014 @ 8:08pm 
Do they need to be placed with houses within the radius? Or storage barns, or what? What is the radius for?
Valerius Feb 21, 2014 @ 8:10pm 
The radius shown is for houses that can use the market. They will go to the ends of the map to collect items to be distributed from the market.
Last edited by Valerius; Feb 21, 2014 @ 8:11pm
The Haney Feb 21, 2014 @ 8:13pm 
- Vendors that work at a market will travel to ANY AND ALL storehouses to gather a robust amount of every material, until the market stocks every single available resource.

- Houses and tradesman buildings within the boundaries of a market will use it to get resources. This saves massively on walking times, and ensures that buildings near it will always have a stock of what they need.

-Houses and tradesman buildings NOT within the boundaries of a market will NOT use it, and attempt to walk to the nearest barn or stockpile. This is a serious consideration as the barns and stockpiles will often be severely depleted by the market.

In short... Markets are EXTREMELY powerful if used correctly, as they will give citizens and tradesmen near them full use of all resources you have access to. If used incorrectly can kill off a large number of people.
TimeVampire Feb 21, 2014 @ 8:14pm 
Markets are a centralized pool of items for workers. Place them in your residential areas so that people don't have to walk far to barns and stockpiles for firewood food and tools. Early on they are not necessary, but once you start spreading your food production and forestry away from your main village, you'll want a market to serve your citizens.
Den Feb 21, 2014 @ 8:14pm 
Market provides food to the houses in its radius (and even a bit more, from what I saw).

Basically, the vendor from the market collect all the food, and bring it there so the citizens can bring it home. It also helps regulate the distribution, because without them, citizens just get as many food as they can from the storage, and stuff their home, sometime leaving not enough food for everyone.

The best way I found to make a market work perfectly is to place it a central position. Then have some barns set up around it OUTSIDE of its influence area. Ideally, you're gonna try to build storage barns near where you food is produced, so your workers have less distance to walk, and then the workers from the market place are gonna haul this food to the market, where your citizens will collect it.

The market is really a good building, because most of the time, you will have various locations where you food is produced, with houses nearby so your workers don't walk too much, and the market at the center distributing food for everyone.

(A lot of people were faster ^^ Anyway, I guess all your questions are answered now)
Last edited by Den; Feb 21, 2014 @ 8:15pm
The Haney Feb 21, 2014 @ 8:15pm 
Addendum: I make sure that every building that NEEDS something is within range of a market. Houses, Woodcutters, Blacksmiths, etc all need a market IF you build one, as they WITHDRAW resources to function.

Any type of resource gathering building (farms, orchards, pastures, herbalists, gatherers, etc) do NOT need a market, but instead need a closeby storage area. they DEPOSIT resources to funciton.
Swisspike Feb 21, 2014 @ 9:18pm 
Originally posted by The Haney:
Addendum: I make sure that every building that NEEDS something is within range of a market. Houses, Woodcutters, Blacksmiths, etc all need a market IF you build one, as they WITHDRAW resources to function.

Any type of resource gathering building (farms, orchards, pastures, herbalists, gatherers, etc) do NOT need a market, but instead need a closeby storage area. they DEPOSIT resources to funciton.

Excellent post. This should be stickied.
My question here would be, does vendors get ressources from barns in function of the number of citizens in the range of their market ?
Let's say I have my main village with 15 houses etc, and 1 little spot away with 3 houses, a woodcutter and a foresters lodge. If I place 1 market in my main village, and 1 market in the little spot, will the little spot's vendor take in consideration that he's gonna need only a few ressources compared to the other one ?
Another (theoretic) example: let's say there's no house at all in the radius of 1 of my markets: only, let's say, 3 blacksmiths i.e. Will the vendor ONLY bring iron and coal to his market, for the smiths to work, or will he fill the market with everything anyway ?
Last edited by 🔴3̲ 0̲ % ᗜˬᗜ; Feb 23, 2014 @ 5:51pm
TemplarGFX Feb 23, 2014 @ 6:07pm 
No, the market is always stocked with everything from my observation, regardless of if it is needed or not.

Also, townsfolk will use a market even if they are outside of its zone, if it is nearer than the nearest barn. This includes worker buildings.
Puph Feb 25, 2014 @ 12:24am 
Originally posted by TemplarGFX:
No, the market is always stocked with everything from my observation, regardless of if it is needed or not.

Also, townsfolk will use a market even if they are outside of its zone, if it is nearer than the nearest barn. This includes worker buildings.

Ah, that's good. It means we can build a house half in and half out without worrying if he will use it or not. The answer is he will :D Because it seems to act like a Stockpile + Granary with workers who collect.

I think it is important to make a Storage Barn and a Stock Pile pretty darn close to the market circle of influence. The tailor, woodcutter, blacksmith, etc, have to drop their finished goods like clothes and tools somewhere.
Martyn Feb 25, 2014 @ 4:32pm 
Originally posted by The Haney:
Addendum: I make sure that every building that NEEDS something is within range of a market. Houses, Woodcutters, Blacksmiths, etc all need a market IF you build one, as they WITHDRAW resources to function.

Any type of resource gathering building (farms, orchards, pastures, herbalists, gatherers, etc) do NOT need a market, but instead need a closeby storage area. they DEPOSIT resources to funciton.

This is a great post, and clearly explains the dynamics here. However, how do you manage the placement of buildings in practice? Take this example that I often struggle with: Say I want a remote logging outpost to create logs. This will obviously need a stockpile from which the market vendors will collect. However, this outpost will also need some houses for the workers. For these houses to remain stocked with a variety of food and firewood, they need to be near a market. So ultimately, we need markets everywhere? Even if they're only serving a couple of houses, as in this example?

Or.. I can place the houses half way between the forester's lodge and the central market (but still just inside its radius). However, this means that the foresting outpost needs to remain relatively close to the central market. The workers also have a long walk to both the market and to work from their house.

Neither of these solutions are very useful or efficient in practice. What am I missing?
TemplarGFX Feb 25, 2014 @ 4:46pm 
Providing there is no storage barn closer than the Market, houses outside of the influence area next to your forester will still go to the market to get stuff for their house (as its the closest source). They will stock up their house more than if they are inside the influence area of the Market, but because it is the Market they are getting stuff from, they will not suffer from lack of variety.
Martyn Feb 26, 2014 @ 1:36am 
Originally posted by TemplarGFX:
Providing there is no storage barn closer than the Market, houses outside of the influence area next to your forester will still go to the market to get stuff for their house (as its the closest source). They will stock up their house more than if they are inside the influence area of the Market, but because it is the Market they are getting stuff from, they will not suffer from lack of variety.

Yes that is understood, but more often than not, there will be a storage barn closer than the market. For example, a farming outpost will have a storage barn locally. Also, if there isn't a storage barn locally then people have a huge walk to the nearest market. It seems that markets are good at sucking resources away from outposts to the central areas. But there is no way to push resources out to these areas.

Am I trying to create a style of play that the game just doesn't support?
Puph Feb 26, 2014 @ 10:38am 
Originally posted by Martyn:
Originally posted by TemplarGFX:
Providing there is no storage barn closer than the Market, houses outside of the influence area next to your forester will still go to the market to get stuff for their house (as its the closest source). They will stock up their house more than if they are inside the influence area of the Market, but because it is the Market they are getting stuff from, they will not suffer from lack of variety.

Yes that is understood, but more often than not, there will be a storage barn closer than the market. For example, a farming outpost will have a storage barn locally. Also, if there isn't a storage barn locally then people have a huge walk to the nearest market. It seems that markets are good at sucking resources away from outposts to the central areas. But there is no way to push resources out to these areas.

Am I trying to create a style of play that the game just doesn't support?

Worst case scenario: your fringe houses will clear the outer storage barns before they get to the slightly far market. Not a huge deal as long as food is coming in from all directions. Also not a huge deal if your Storage Barns aren't clogged up with crap like 1000's of tools, leather. wool and clothes.

I build 2 markets really quickly and this allows for extremely remote gatherers/foresters. The only thing is that both markets have to be in optimal locations so that you can drop houses on multiple sides of a river, for example, so that your workers can populate every job on every side of the map. Since I don't clog up my markets with dozens of houses, I spread them out to prevent fire. Then I build a new market once that one gets saturated. Otherwise I'll have 30+ vendors on a single market and that isn't very efficient.

To do this, you'll really need some kind of central road for this kind of build. People need to be able to get from point A to point B without wasting a large portion of the day or else they won't work long enough.

This is much easier to do in a Large Valley map, of course. It is entirely possible that this style is not suited on a smaller map as I have not tried it yet. Good luck to us all :)
Last edited by Puph; Feb 26, 2014 @ 10:41am
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Date Posted: Feb 21, 2014 @ 8:06pm
Posts: 17