Additionally you should consider: -Making your village more compact, manufacturing locations are as close to the marketplace as possible. -Optimized roads placement, while they don't need roads to walk everywhere, when they use it, they can travel faster, which in the long run makes a huge difference. -Early game you could make it 3 stalls, with only the essentials (Food, Clothing, Firewood) and forcefully assigning each to their respective storage building's families.
Bonus tip: make sure your marketplace is 1 building. For instance when you have 15 houses you need 3 stalls. Once you get another 15 delete the market and make another (do nto do this in the rain or winter). You also need to ensure you have an equal amount of each store. If you have one extra food stall for example. Click on the stall, click on the people tab, click on their workplace in the people tab, unassign the family, destroy the extra stall. Do this until you get the right store house.
Pro tip. By clicking on a stall it's menu will appear in the top right. One of the options is relocation. It will allow you to manually place the stall in any market place.
Another important thing is making sure the stalls are owned by the granary/storehouse workers, they got nothing better to do. You can do that by reassigning a family that owns a stall to the granary/storehouse depending on which material. For example if your hunting camp has a stall press on people tab and reassign that worker to a granary, now your hunters will keep hunting and they won't have to keep running to the marketplace.
Also those that are employed by the storehouses or granaries I believe carry goods by cart, which can carry up to 10 items at a time per person/trip instead of 1 per person/trip for those that just own the stall. It makes leveling burgage plots so much easier by keeping storehouses abundant and well staffed. Once you have good storage and workers, space out the markets as much as you can. I try to keep each marketplace to 3 or 4 stalls MAX each and place a bunch at different street corners around my town. Distribution go brrrrrr
Still doesnt always work. I have storehouses next to market stalls and carefully placed the number of stalls to accomodate nearby granary/storehouse. Once max workers are reached and no more free stalls, I make another set on different housing areas. Still getting "requirements not met" with stall check box going on and off. Apples are also annoying, 1k suprlus and they wont store to a dedicated apple granary. Lol
Try controlling which storehouse/granary stores which goods and changing it around in a way that would make sense logistically. (Ie; dont have a stack of iron ore in a storehouse nowhere near a place where the ore is being used)
All wrong , you dont need multiple market locations thats one of the biggest mistakes. All good from market instantly go to the plots. There isnt any trabel from market to plots at all so you all you need is the market close to the storehouse and grainery so they can resupply quickly . Also make all stalls be ran by only storehouse and grainery workers
I just make several towns and each town contains its own storehouse and granary with additional granary’s next to farms and additional storehouses for firewood. Works well and makes sure your granary’s and storehouses don’t get clogged up. I’ll try get about 2-3 main towns in a province as well as additional long vegetable/apple burgage plots dotted around in couples.
Figured this out on my own and it was great. Managed to supply a 40 stall market place. I usually micro the storage every now and again. So like for shoes and cloaks I'll allow my store houses to gather for a month, then close off storage. This way, they will sell shoes from the various store houses that collected, along with the cobbler themselves. With this, I always plan to add houses to my market square when I know I will have them as artisans
Density is the name of the game. Houses close to markets. Market close to store houses. Same for anything. You can set your store houses to only store certain things...advantageous if say your iron is further away. Iron mine. Storehouse. Blumhouse. Boom fast production of tools. Use it for everything. Farms. Place windmill close. Place Grainery close. Place communal oven close. You have to limit the distance thus limiting the time. Do not be afraid to build redundancy. It's okay and will work out in your favor instead of having them spending most of their time walking.
Just build 6 granaries and store one supply in each, and 4 storehouse, same idea (coal, firewood, lvl 1 cloathing, lvl 2 cloathing). Place them in 2 squares/circles and a market in the middle. Easy +1000 population
Actually, there’s another problem with that too is that the marketplace doesn’t have storage I have my Grainery and storehouse right across the street from my marketplace. The problem is though I have other stuff around that has to be gather too, so I have one store trying to gather a bunch other shit from other locations then on top of that the marketplace doesn’t have storage which means about firewood are being sold at once and and there’s about three people that are peddling firewood and my market so if each of them hold two firewood and by the time one house is already used one firewood. They have to buy another thing of firewood on the end. It’s not worth whatever you do make sure you research charcoal faster because it’s so much better.
My dumb tip, simply build small plot that support 3-6 stall, and build it around your settlement. Dont focus on 1 big market that makes a slow distribution which cause low approval
I got the right setup but not enough hands to move all my goods, not enough cart(only got 2 per warehouse) to transport my 500 apple and bread from grainery from across the road to market to the stall😅😅😅
Dude. My granary and storehouse right ON market, full of product. And I still get shortages. We just need 4th member to family. They have sons and we need daughters to helm mothers with stalls
This issue isn’t something that players should have to look on CZcams to understand. It needs to be fixed. You simply need to be able to assign the stalls you want to the slots. Let effect radius, deposit distance, and vendor availability information be clear for the player to see so we can decide accordingly. It’s currently unintuitive, annoying, and simply not fun to deal with. There needs to be an idle worker notice as well ffs… Also, potatoes. It seems so obvious to me. The idea of villagers surviving on exclusively plates of berries three times a day is absurd. It adds a sort of dystopian surreality to the atmosphere where you can imagine a family, blood red berry juice dribbling down their chins, grabbing fistfuls of them and agonizingly shoving them in their mouths, the children crying out of disgust while their butcher father shouts at them to shut up and eat through his blood red teeth.
Hello! I want some guide on what im doing lol I have a mine for iron that is kinda far from my main town and market or small village. I placed an industry building next to the mine or slab maker i think, and then another tool building close to them. Im hoping production would be faster this way. But i am not sure if my raw ore goes to my storehouse which is in my main town, and then my industry building or slab and tool building takes it from the store? Should i build my manufacturing buildings close to my store house in my main town instead? Or does place a storehouse near my mine help my manufacturing buildings?
My issuse are lazy pesants. Oh i need fire wood. But i cant walk down to the market and get it from the stall that has 7 so im going to lower the apoval
Honestly, it's still not foolproof. I watched one of TactiCat's massive bases still struggle to keep up with like 8 granaries in the center marketplace
I’ll have the issue of adding more workers to the storehouse, and they inevitably open a new shop. I’ll try to demolish it but they just open a new one
Only build a market space for about 3-4 stalls for about every 25 houses. This keeps them well supplied and stops the problem of all warehouse/granary workers opening redundant stalls
Additionally you should consider:
-Making your village more compact, manufacturing locations are as close to the marketplace as possible.
-Optimized roads placement, while they don't need roads to walk everywhere, when they use it, they can travel faster, which in the long run makes a huge difference.
-Early game you could make it 3 stalls, with only the essentials (Food, Clothing, Firewood) and forcefully assigning each to their respective storage building's families.
Bonus tip: make sure your marketplace is 1 building. For instance when you have 15 houses you need 3 stalls. Once you get another 15 delete the market and make another (do nto do this in the rain or winter). You also need to ensure you have an equal amount of each store. If you have one extra food stall for example. Click on the stall, click on the people tab, click on their workplace in the people tab, unassign the family, destroy the extra stall. Do this until you get the right store house.
Pro tip. By clicking on a stall it's menu will appear in the top right. One of the options is relocation. It will allow you to manually place the stall in any market place.
Oh yeah forgot about that 😂 now i can move it to my empty market
Huge tip, I have a bunch of firewood stalls in one market and none in the other
Huge tip, I have a bunch of firewood stalls in one market and none in the other
@robertshults9669 glad I could help. It's kind of a hidden feature and I was having that same exact problem
Thank you ! Been struggling with this for a couple days
I appreciate these videos. This game is amazing but with many learning curves
Another important thing is making sure the stalls are owned by the granary/storehouse workers, they got nothing better to do.
You can do that by reassigning a family that owns a stall to the granary/storehouse depending on which material.
For example if your hunting camp has a stall press on people tab and reassign that worker to a granary, now your hunters will keep hunting and they won't have to keep running to the marketplace.
wait WHAT?
We should be able to just click on buildings to allow if those workers can open stalls. Overcomplicated system for no reason
@@DaltonAstbury I agree. oh well can't expect it to be perfect... yet :D
Really needed this. Thanks for the tip. Always wondered why storage is always full and workers are full on those storage houses. Now I know.
couldve used brain also. try it sometime.
@@krekk2751 could shut your mouth and stop talking to people like shit try speaking to them how you would if it was face to face
Appreciate the longer subtitles. Feels much nicer than the 1 or 2 word sub barrage :)
Also those that are employed by the storehouses or granaries I believe carry goods by cart, which can carry up to 10 items at a time per person/trip instead of 1 per person/trip for those that just own the stall. It makes leveling burgage plots so much easier by keeping storehouses abundant and well staffed. Once you have good storage and workers, space out the markets as much as you can. I try to keep each marketplace to 3 or 4 stalls MAX each and place a bunch at different street corners around my town. Distribution go brrrrrr
Still doesnt always work. I have storehouses next to market stalls and carefully placed the number of stalls to accomodate nearby granary/storehouse. Once max workers are reached and no more free stalls, I make another set on different housing areas. Still getting "requirements not met" with stall check box going on and off. Apples are also annoying, 1k suprlus and they wont store to a dedicated apple granary. Lol
Try controlling which storehouse/granary stores which goods and changing it around in a way that would make sense logistically. (Ie; dont have a stack of iron ore in a storehouse nowhere near a place where the ore is being used)
split the market stalls so that both sides get the coverage. good in mid game
All wrong , you dont need multiple market locations thats one of the biggest mistakes. All good from market instantly go to the plots. There isnt any trabel from market to plots at all so you all you need is the market close to the storehouse and grainery so they can resupply quickly . Also make all stalls be ran by only storehouse and grainery workers
I just make several towns and each town contains its own storehouse and granary with additional granary’s next to farms and additional storehouses for firewood. Works well and makes sure your granary’s and storehouses don’t get clogged up. I’ll try get about 2-3 main towns in a province as well as additional long vegetable/apple burgage plots dotted around in couples.
Figured this out on my own and it was great. Managed to supply a 40 stall market place. I usually micro the storage every now and again. So like for shoes and cloaks I'll allow my store houses to gather for a month, then close off storage. This way, they will sell shoes from the various store houses that collected, along with the cobbler themselves. With this, I always plan to add houses to my market square when I know I will have them as artisans
Density is the name of the game. Houses close to markets. Market close to store houses. Same for anything. You can set your store houses to only store certain things...advantageous if say your iron is further away. Iron mine. Storehouse. Blumhouse. Boom fast production of tools.
Use it for everything. Farms. Place windmill close. Place Grainery close. Place communal oven close. You have to limit the distance thus limiting the time.
Do not be afraid to build redundancy. It's okay and will work out in your favor instead of having them spending most of their time walking.
I need to watch more of these, I’ve had 3 villages in 2 days die from invasion and no food lol
It needs patching honestly. I have multiple villages with the storage 0m away from the market and the firewood/charcoal will still be at 73%.
Yup makes no sense
Just build 6 granaries and store one supply in each, and 4 storehouse, same idea (coal, firewood, lvl 1 cloathing, lvl 2 cloathing). Place them in 2 squares/circles and a market in the middle. Easy +1000 population
Actually, there’s another problem with that too is that the marketplace doesn’t have storage I have my Grainery and storehouse right across the street from my marketplace. The problem is though I have other stuff around that has to be gather too, so I have one store trying to gather a bunch other shit from other locations then on top of that the marketplace doesn’t have storage which means about firewood are being sold at once and and there’s about three people that are peddling firewood and my market so if each of them hold two firewood and by the time one house is already used one firewood. They have to buy another thing of firewood on the end. It’s not worth whatever you do make sure you research charcoal faster because it’s so much better.
It's pretty simple concept I never understood why people built a granary at the edge of town. If bandits attack they immediately steal your resources
My dumb tip, simply build small plot that support 3-6 stall, and build it around your settlement. Dont focus on 1 big market that makes a slow distribution which cause low approval
The best tip. Works like a charm!
Works the same as efficient manufacturing and fiod production in the stronghold games.
Not enough stone m'lord!
I'm being, all I can be.
@@MrHatandClogs77 Extra rations, LOVELY!
Half rations, we'll starve.
I got the right setup but not enough hands to move all my goods, not enough cart(only got 2 per warehouse) to transport my 500 apple and bread from grainery from across the road to market to the stall😅😅😅
i accidentally didnt have this issue, because i tried making realistic towns and villages.
The devs should let the lords patrol with a gun. That’ll speed things up for sure
Dude. My granary and storehouse right ON market, full of product. And I still get shortages. We just need 4th member to family. They have sons and we need daughters to helm mothers with stalls
need to build more storage and have workers in them. it kinda sucks that the game doesn't actually tell you that
In other words, plan your cities people! Medieval villages did it on a basic level at the very least
You should only need 1 stall of each type for every 50 plots or so. Few is better.
This issue isn’t something that players should have to look on CZcams to understand. It needs to be fixed. You simply need to be able to assign the stalls you want to the slots. Let effect radius, deposit distance, and vendor availability information be clear for the player to see so we can decide accordingly. It’s currently unintuitive, annoying, and simply not fun to deal with.
There needs to be an idle worker notice as well ffs…
Also, potatoes. It seems so obvious to me. The idea of villagers surviving on exclusively plates of berries three times a day is absurd. It adds a sort of dystopian surreality to the atmosphere where you can imagine a family, blood red berry juice dribbling down their chins, grabbing fistfuls of them and agonizingly shoving them in their mouths, the children crying out of disgust while their butcher father shouts at them to shut up and eat through his blood red teeth.
Hello! I want some guide on what im doing lol I have a mine for iron that is kinda far from my main town and market or small village. I placed an industry building next to the mine or slab maker i think, and then another tool building close to them. Im hoping production would be faster this way. But i am not sure if my raw ore goes to my storehouse which is in my main town, and then my industry building or slab and tool building takes it from the store? Should i build my manufacturing buildings close to my store house in my main town instead? Or does place a storehouse near my mine help my manufacturing buildings?
Just like in real life. It doesnt work if you build one single big market. You need to build small plots with 4 or 6 sockets around town. 😅
My issuse are lazy pesants. Oh i need fire wood. But i cant walk down to the market and get it from the stall that has 7 so im going to lower the apoval
The game needs to be fixed. I tried to have all the plots near the market, but still not having all the food.
Ok ok imma buy the game now, you sold it to me 😅
Honestly, it's still not foolproof. I watched one of TactiCat's massive bases still struggle to keep up with like 8 granaries in the center marketplace
man or lords
I’ll have the issue of adding more workers to the storehouse, and they inevitably open a new shop. I’ll try to demolish it but they just open a new one
Only build a market space for about 3-4 stalls for about every 25 houses. This keeps them well supplied and stops the problem of all warehouse/granary workers opening redundant stalls
@@ShadowCider that makes sense ty
How do I keep my workers(like the guy that makes boards) from opening a stall? Just have less market space or should I add more storage workers?
My granarys and storehouses are rigjt next to any stalls i have and fully staffed still cant keep up
Cap
@@Bash-245 no cap
Wrong! You can take down the Market and Put it Up closer to the Burgage Plots that need upgrades and then put it back.
stalls need to be buffed
Didn't anyone ever play Stronghold??
Right? This is all 101 stuff. Crazy obvious, hahah
Granary - Gran-Ary. It's not Grainary.
it's common sense tho
It's GRANary not GRAINary
People put their granaries and store houses far away?? I literally always put mine as close to the market as possible (usually just by coincidence)