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
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.
- 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.
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)
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.
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 ?
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.
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?
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 :)