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Markets are best in multiple group with no more than 2 stalls from the same item type (food, goods, luxury) because the AI used to ignore the third.
Monasteries can be tiny, like the one in my screenshot, but it has to be planned that way and usually after you have built a main one.
Tax offices are great for having small ones scattered about.
Taverns can have small ones for alcohol production, as shown in my screenshot.
Pro tip: Do the same for castles, taverns etc... I had to destroy a lot of building after finding it. This should definitely be improved to be more intuitive.
For the love of god I just want some herbs and veg
Originally you could go down the parts list and change the functions of the parts. However I guess someone complained it was confusing looking at a long list of parts. So they changed it to this Frankenstein-Godzilla concoction.
I should have realized that sooner the cloister was a sub-function. As I said earlier I had not done one since release, otherwise I could have pointed it out sooner.
There was another topic where someone had created different monuments for each sub function, rather than sub function groups. That caused a massive issue where the monks would not work jobs and they had to rebuild most of the monastery.
They REALLY need a better tutorial for adding sub functions.
Game should offer an option to group existing buildings.
The big thing about monastery is you need to decide the overall goal, as in make wine, produce herbs, produce berries, or be a hospice for lodging people.
Lots of scripture is nice to promote monks quickly, but after you fill all the jobs they do not have much use.
The monastic grange doesn't fulfill the need of a depot, but the monks who work there will collect the herbs from the herb garden hut and take them to the grange, from where you can sell them or whatever.
The berry garden works the same way - planters for the berries, and a hut to act as the depot.