Kingdoms and Castles

Kingdoms and Castles

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KoffeeDoggo Jul 30, 2017 @ 2:22am
The most efficient place to build market.
just as the title said. some resident are complaining for not getting any food or charcoal, especially charcoal. even though i've build a charcoal maker few blocks away near their house, despite the "over 100" amount of food/charcoal. the amount they have are still remain 0.
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Dex Jul 30, 2017 @ 4:09pm 
It is important here to understand how the carry system works. A market has 10 employees that can each carry up to a maximum of 3 resources of the same type. A market can have a maximum of 75 food and 10 charcoal stocked, and will only get more once they are not at maximum capacity.

A household has 1(hovel) ,2(cottage) or 4(manor) "heads of household" that will travel around your kingdom to get those resources for their house. There is a maximum limit for food and charcoal a house can hold.

It is important that you have a good ratio of markets to houses, as heads of households will not stock-up on charcoal unless food in pantry is greater than 50% of its max value (30 for a manor if I remember correctly) and in general adding an extra market will solve the problem (I tend to build 1 market per 5 manor and in general have my market employees and heads of households occupied close to 100% of the time) sometimes it can take a bit after building to catch up with demand, but if you have enough resources it should be fixed within 2-3 in-game years.

Placing and distance of market to graneries and market to houses is important as well especially in late game, when you occupy more of the map.

I tend to "surround" my market with housing, or keep it within a 8 "placement kube" radius of the furthest home.

Hope this helps understand how the market networks works and what is important to create a good functioning network that will last you for the entirety of your games.
BigRockWall Aug 4, 2017 @ 11:41am 
when possible, i build a 3x3 greid of manors, surrounded by road, with a market in the very center. market does not need road access for happiness. useful trick for charcoal is to build it across the street from the grid, next to a foreter and a well (takes 4 tiles for charcoal, forester, 1 tree to keep chopping, and well). when set up like this i never have any problems as i typically (mid game and beyond) build houses on piers and food everywhere else, and plan accordingly early game
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Date Posted: Jul 30, 2017 @ 2:22am
Posts: 2