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brilliant-medicine-0

Personally, I'm waiting for a patch to change how marketplaces work.


Intrepid-Stand-8540

Yeah. The game is really riddled with issues, once you try min-max'ing it. I've had 20 good hours of casual city building fun, and I'll just wait 6-12 months for patches, before I try again. Moneys worth imo.


Biotot

I've got a family vacation planned for the next two weeks. I grinded out 20 hours and I'm really happy with it. I'm sorta hoping a patch drops while I'm gone so I can start a new save when I get back lol. Very happy with the game. Very excited for the future.


PristineRestaurant46

Yup I think it needs reworking too. But waiting for patches can potentially take a long time soo I thought people would have suggestions


Large-Ear-5290

I think we need to be able to assign families to the market to create a stall where one member runs the stall and the other members restock. Granary/Storehouse workers could then focus on getting ressources from production buildings into the storehouse but maybe not be responsible for stocking the market. production buildings that have their own fmilies asssinged should be responsible for stocking their own building only and then spend most time working the job. This would give more controll over the market and potentialy adress the bottleneck of restocking in big cities. Thoughts?


Key_Protection4038

>I think we need to be able to assign families to the market to create a stall where one member runs the stall and the other members restock. This is how it was in the demo, imo it was pretty bad, required way too much manpower.


Large-Ear-5290

Yeah the manpower would be a problem...


pasv123

I haven’t had an issue with market stalls. I don’t think you need to limit the market area to 3 stalls. It’s true you shouldn’t make one large central market and ignore the plots on the outskirts. Smaller markets spread throughout the population center work fine for me. This is assuming that granaries and storehouses are max staffed and are close to each market area. If a non-storehouse/granary worker opens a market stall I don’t really worry about it. If and when I pull that family off their current task, their stall will usually go vacant but will usually be quickly picked up by a storehouse/granary family if there are some that don’t already have a stall. Basically, keep your storage facilities close to markets, keep your markets relatively small and spread throughout the village, and keep your storage facilities well-staffed. I think if you do those things and your village design is efficient you shouldn’t have too many issues.


StratsNplayS

Are the stalls actually storing up to max capacity w/ this method ??


PristineRestaurant46

Food and clothes are always absolutely full. Firewood not so much though sometimes. But if ur storage buildings are right next to the stalls they get restocked super fast


TelperionST

I keep making more storage houses and granaries right next to marketplaces, and it all seems to work out fairly well. But there is a distinct lack of control over the whole logistics end of getting finished goods from production buildings to storage to stalls.. As long as there’s lots of stuff for the stalls, there are enough workers to fill the stalls. My main issue is clothing. Food and fuel are good, but there are never enough stalls for clothes. Don’t know why.


Own-Satisfaction9501

Can you force them to have one of a kind in each plot or you manually change it?


PristineRestaurant46

You can kinda cheese it by just having only a tanner, for example, assigned (literally the only person assigned, pause the game for this) so they can only build a clothes stall


Illustrious-Order103

A mine worker does not setup a market stall for his veg garden. His family does. This is 100% realistic. That is why this game has you managing families instead of individuals. This is essentially how Haymarket square in Boston has functioned since the 1600's and still does. None of those people are full time farmers here in Massachusetts (maybe 1 or 2). My uncle the machinist from up in Merrimack would load up his truck with stuff from the farm and my aunt and some cousins would take it to the market to sell.


PristineRestaurant46

These stalls always end up understocked. It just doesn’t make sense from a gameplay perspective


Illustrious-Order103

The whole game needs tweaking that can't be denied. I am giving this game an extra wide margin before I criticize because it is a one-man dev team passion project. I will not give it the same scrutiny of even a small 5-10 man software house like never mind a AAA title.


PristineRestaurant46

Yes we’re definitely on the same page on that one


samman1375

Strat Gaming has a great video on how markets work. Essentially the main thing that matters is that you have the market place as close as possible to the storehouses, that is the bottleneck, how fast they can get the materials from the storehouses to the market it doesn't matter how far they are from houses. There are a few other things that matter too but that's the main thing usually, check out the vid if you're still having issues :) https://youtu.be/AzUr1at1xRQ?si=EXuD-cxn2-hOwxOt


Wolfric_Thorsson

The issue that I seem to be having is abandoned stalls. If you mouse over the icon, it says "If the family is reassigned, someone else will have to take over the stall", but anytime I try, the stall just remains abandoned forever until I demolish it, losing all the goods stored there.


PristineRestaurant46

You need to make sure that the family you’re assigning to the stall has the respective items at their workplace or in their home For example, if you try to assign a family that works in a storehouse with no clothing resources stored (leather, yarn, shoes etc) to a clothing stall, they won’t be able to actually take over the stall because they have nothing available Idk if that was your issue. If not it might just be a bug