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I don't think you can remotely hope for that when your logisticians already have plenty of stuff to pick up in their work area. They certainly won't discriminate and run the extra mile for one particular ressource if there's other stuff waiting to be picked up nearby.
I'm sure the devs are open-minded about this and might consider adding a more tuneable system to storages in the future, like a storage limit for individual ressources. In general, it's equally arguable that your issue really is rather at the bottom of your supply chain: if you're not getting enough scrap in for both your production and the market, then you're not producing enough for a setup where both share access to that ressource from the same storage.
Thanks for the feedback and everyone trying to help here! One thing I want to mention is, that we are very much wanting to rework the market to some point or enable him with more tools, as quite some people seem to either misunderstand how it works, how to use it right or really just causing problems.
As far as the market goes I am personally not aware of all mechanics around it, which is way I need to ask the responsible Devs first for feedback here.
Nonetheless we are sorry if this building causes trouble! :D
This is my Problem. The Circle is too small and from my observation the Market don't gather resources from outside his Circle (only visitors come from outside, not workers). I can put the Circle to a specific Point to gather what is available there but this doesn't help to extend my Settlement and get multiple Products. If i want to build a new Towncenter i need multiple Markets with destinations to all my different production Points. Another Problem seems that a Market takes away all Resources from its destination, for example my Market took away all Medications from its destination (over 500) so nothing was available for the people that live there. Imho Markets should gather resources from all the around the map (not just the circle) but only a small ammount and not everything that is available, this way you could just build markets where you want to expand. Currently i don't know how to use them and i rather don't build them. But maybe i'm doing something wrong, an explanation from someone who knows the mechanics and know how they should be used would be nice.
Btw. great Game, I really like it. :)
Yeah, the Market really needs some adjustments :)
Thanks!
The core idea of the market is the exact opposite, as it wants you to centralize the distribution of important items, so it naturally clashes with the game's other mechanics in many aspects. I guess that makes it feel like it's not working right to many players, as they learned from experience that forcing everyone to go to that one building in the middle of their settlement instead of supplying them locally is neither ideal nor efficient.
On top of that, they can be laggy, and they can be too greedy for some people and take away items that are crucial for productions unless you know to block them from doing so in advance.
I'm sure you remember that I still like them, especially for the feature of emptying out internal storages, and so saving production buildings some delivery time, but even could see that some improvements would make them more useful, especially for larger settlements.
Maybe, instead of a static circle, that forces people to plan their storages according to its size, a system to select particular storages and production buildings could fix a lot of the issues. A simple button on the market's profile that lets you pick where your logisticans go to, instead of having to use an encompassing circle would already give players a lot more agency and prevent important storages from being emptied inadvertently. Technically, that'd just be allowing the player to create an array of buildings he wants the market to access. Building smart would still have its perks this way, but people would gain more control over the market all while having a fire-and-forget solution that doesn't deviate too far from the old market mechanics. You could still have the circle when placing the market, so people aren't stuck with a useless building until they set their preferred pick-up places. This way it could still be forgiving for new players too, while allowing more experienced people a higher degree of customization.
While I'm posting and since I've read your post in the other thread: It's great to have helpful people like you around. All the praise is definitely deserved.
I always saw / used the markets as "town-centers" for new "districts" and never had any problems
2- Also it will be easier if Market just gather the goods until fullfill the storage orders given, regardless of how they need to travel like the common citizen travels to get water or food regardless of distance. Markets need to have a MUCH bigger circle or not circle at all.
1. No the markets do not collect from each other.
2. What you describe is how it used to be before it was changed to it's current state,, IMO a major step back and against how a market works IRL.. but meh.. this is what the community at the time cried for and got sadly..
I personally now only use a few markets here or there rather than a major town center like building for expansion.