How To Get 100% Market Coverage In ANY Town In Manor Lords

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  • Опубліковано 26 кві 2024
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КОМЕНТАРІ • 484

  • @derekgarvin6449
    @derekgarvin6449 Місяць тому +347

    I see the market got you sufficiently annoyed to finally figure it out. Nice.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +68

      Lol yeah it was bothering me that I might have given bad advice yesterday on my livestream so I worked hard to figure it out and correct myself :)

    • @derekgarvin6449
      @derekgarvin6449 Місяць тому +15

      @@Strat-GuidesI could literally tell that's what happened. I felt your pain

    • @Jkizzle4996
      @Jkizzle4996 27 днів тому

      Same

  • @thp8777
    @thp8777 Місяць тому +64

    How to get 100% market coverage: Build a medieval Amazon store. 😂

    • @Strat-Guides
      @Strat-Guides  Місяць тому +4

      Lol pretty much!

    • @aramyl1836
      @aramyl1836 Місяць тому +1

      😂😂😂

    • @frankberger7035
      @frankberger7035 Місяць тому

      At least the donkey delivering my packets won't scream arab or turkish in his headphones...

    • @King-O-Hell
      @King-O-Hell Місяць тому

      Lol. One giant Amazon warehouse would definitely give 100% town coverage.

    • @dkbrannan
      @dkbrannan 4 дні тому +1

      Then the houses would be always annoyed cuz the delivery oxen left your food cart order on the lawn

  • @veevoir
    @veevoir Місяць тому +61

    A good point you made in another video applies here too - ensure that the market supply storage only keeps the stuff that is sold on the market. To avoid your warehouse workers going everywhere and hauling all other stuff - which in turn hurts the market supply. Components, construction stuff etc should have its own storehouse!
    Similar with granaries - making sure that market granary only has final products, instead of workers running aaaaall the way to the farms to pick up wheat for god knows what reason.

    • @HighlanderJosh
      @HighlanderJosh Місяць тому +5

      YES!! This here is vital for when you're expanding out and especially if you have farms being built far away from your original storage places.

    • @Cataphract1236
      @Cataphract1236 Місяць тому +6

      Yeah this is true, specializing your storehouses is a game changer

    • @Definedd
      @Definedd Місяць тому +1

      omg I've just seen this button for my granaries thisll be helpful for my 2nd save, I have a 350pop village now too large for me to manage that lol

    • @BiglerSakura
      @BiglerSakura Місяць тому +3

      Based on the same considerations, I tried to "streamline" or "straighten" production processes by excluding storing from them. For example, the ale flow. I buy barley, have a malthouse to produce malt, a 4-family brewery to make ale, a tavern to consume ale, and sell surplus ale via the trade post.
      So, the flow is: Trade post (barley) --> Malthouse (malt) ---> Brewery (ale) --> Tavern & Trade post.
      I restricted the Warehouse and Granary from accepting barley, malt and ale so they move only through production and consumption sites, without intermediate storage.
      However, recently I got ale shortage. Maybe because non-warehouse workers carry goods in hands 1 item at once while warehouse workers transport 10 items at once by carts? So should I establish a separate warehouse for just barley and malt to speed up the flow?

    • @swm934
      @swm934 26 днів тому

      @@BiglerSakura Great tip!

  • @thorwaldjohanson2526
    @thorwaldjohanson2526 Місяць тому +77

    Thanks for your content. Love how you actually test things and not just guess. Would love to see two things tested: 1. What is the maximum size of veggie garden and orchard. At some point it must get too big for the family to be able to harvest it. What is the optimum here? 2. Fertilization... How well does it work, how many sheep do you need, how can you get the sheep to spread to all the fields?... Also, I encountered a bug when building the fences, where workers deliver a plank, but when a worker +ox delivers a plank, it takes the planks away. Sometimes this prevents the fence to be built at all and keeps going forever.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +26

      Thanks! I've got a lot more guides and videos planned soon :) I'm not sure if you saw the previous video, but I catalogued all production buildings including veggie gardens. IMO optimal size is around 4 - 5 house-sized veggie plots. So make the burgage plot long enough to fit 5 - 6 houses (1 for the house and the rest for veggies). I'll see what size they stop working properly lol

    • @thorwaldjohanson2526
      @thorwaldjohanson2526 Місяць тому +6

      @@Strat-Guides yeah, I saw that video. Was exactly the kind of content I was waiting for, and it answered the first half of the question about veggie garden size I had. But the upper limit is still a question mark. Somewhere between 5 house sizes and half the regional map, there must be a limit :p

    • @TheTaxxor
      @TheTaxxor Місяць тому +6

      @@thorwaldjohanson2526 With a plot that has an additional housing spot, you have 4 families living on that plot at level 3, you can definitely go very large with 4 families ^^

    • @evinoge5834
      @evinoge5834 Місяць тому

      As for the sheep, I don’t think real fertilization has been added. But if you just allow them to breed, eventually they’re spread across all your fields and pastures

  • @gabrielhorbuch
    @gabrielhorbuch Місяць тому +29

    this is the only channel so far that ACTUALLY tests stuff and tells precise things, so far i was only finding people guessing or just repeating what others were talking about. Keep up the nice work! thanks

  • @Broadside388
    @Broadside388 Місяць тому +20

    I’ve been spreading my stalls out and rebuilding them, as I thought they had an area of influence! Good to finally realise I was doing it all wrong. I hope that the game gets better with explaining such information as I feel I need to start again (again) as I kept loosing lots of resources on the floor after you demolish a stall. 😢
    Thanks.

    • @NapFloridian
      @NapFloridian Місяць тому +1

      Same here... I will go home tonight and rethink my approach...

  • @Hoentje-wp8ph
    @Hoentje-wp8ph Місяць тому +29

    Wish we could control which buildings/families are allowed to own stalls, I don't want my hunter to own a stall. The meat needs to go to my granary and then the market. Goes for a lot of production cycles

    • @sandboy5880
      @sandboy5880 24 дні тому

      Yes, it's very annoying and inconvenient. Maybe it'll change in the future.

    • @josecipriano3048
      @josecipriano3048 23 дні тому +2

      That's such a huge pain, I've spent the last few hours trying to fix my town. Essentially your hunter isn't selling meat in the stall, they're selling their veggies/apples/eggs from their houses. The only solution I've found is having all your workers living in houses that don't produce food, but it's such a huge amount of work to fine tune everything. This system needs to be improved greatly.

    • @mathieuchalbos9038
      @mathieuchalbos9038 13 днів тому +1

      Your wish has come true with last beta update

  • @justinsinke2088
    @justinsinke2088 Місяць тому +36

    Very useful information to have. It's refreshing to actually get information from someone who's taken the time to understand the system. It gets frustrating watching people who seem to make no effort to learn the systems of the game and then fail to understand why they're having problems, assuming that the game is bugged or flawed because they can't master the game blindfolded. Or worse, complain that the game isn't optimizing itself to their desires, like the game should, for some reason, do all the work for the player.
    I think the biggest takeaway here for me is to work on having your storage workers run the stalls instead of the goods producers. Most videos I've seen treat the storehouse and granary like an afterthought, something you avoid putting families into because it doesn't produce anything. Staffing them makes your market far more efficient, which makes providing goods more efficient and your laborers more efficient because it allows your entire industry to largely focus on their specialty, minimizing overall transportation downtime.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +20

      Thanks, I appreciate the kind words! I'm about 180 hours into Manor Lords at this point and I only started making guides a few days ago and fully agree with your assessment of the UA-cam landscape. I understand people are trying to earn a living or side hustle or whatever, but take some pride in your damn work lol instead they regurgitate in-game tips or like you said spout nonsense and say it's not working. Manor Lords is deceptively complex - it seems really simple but there are layers of complexity that you just don't get until you're 100+ hours in (or like me and just make fake towns to run testing and experiments lol).

    • @alexandermayr7
      @alexandermayr7 Місяць тому +4

      I mean... that's game design, right? You want to design your systems so people can understand them without having to put PhD level effort into it ut still complex enough to generate depth. It's very valid to criticize things ike that.
      Doesn't mean those people are too lazy to learn the game. Maybe they just think more about game design than you do

    • @justinsinke2088
      @justinsinke2088 Місяць тому +2

      @@alexandermayr7 I'd give such content creators more credit if they appeared to even try to understand the context of the game as opposed to "I don't need tutorials" followed by "this stupid game doesn't explain anything". Yes, Manor Lords does not stop to explicitly explain every single one of it's systems, but players should be expected to at least try to meet the developers halfway in trying to understand how a game works if they're initial assumptions appear to be incorrect. Teaching by intuitive understanding is a high bar to reach and not always practical to attain.
      Yes, this level of guide is more than I would expect from most early adopters of the game, but it's certainly better than "I don't understand it within the 5 seconds I've allocated to think during a recording session, so the game must be bugged."

    • @makmaz
      @makmaz Місяць тому +10

      How do we even stop producers to run market stalls?

    • @MrTuts4life
      @MrTuts4life Місяць тому

      @@justinsinke2088 the thing I find most annoying about this game is, it’s so hard to find info, normally if you want to understand something about an item in a game, all the stats, what it does, how to use it, you look at the games wiki, but this games wiki has such little info. I know it’s early access, but for me, having info on each of the key items in the game would’ve helped immensely.

  • @realnerdyviking812
    @realnerdyviking812 Місяць тому +10

    One other thing to note, if you are importing food, make sure your trading post is also right next to marketplace and granary. You’ll have hundreds of food but they won’t be able to stock it because it’s stuck far away in the trading post.

  • @Legion_Q_
    @Legion_Q_ Місяць тому +17

    I was only able to get on the game for about 5 hours since I had a busy family weekend so far, as soon as I got to 30 pop I was having issues with the marketplace and was itching to ask/do some research tonight.
    As soon as I load up UA-cam I see your vid as recommended. Gotta love the algorithm. As many have said before, I really appreciate you taking your time and putting mad work in to your vids and researching everything. I'm definitely going to show some love on your patreon memberships and sub to your other channels to show some appreciation for your commitment to all of your guides.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +7

      I appreciate the support! Don't feel obligated to though, watching and commenting are more than enough :) Thanks for watching and I'll be working on more guides this week - farming and trade coming up soon

  • @J-Kebab
    @J-Kebab Місяць тому +5

    Amazing guide! I was stuck on this exact problem since games released, trying many different setups and ultimately leading to frustration. This was a quick and clear explanation. You just earned yourself another sub!

  • @daniel19617
    @daniel19617 Місяць тому +3

    Thanks for figuring it out and sharing. It's way clearer to me now.
    I initially had multiple market locations around town and now I understand why it wasn't working well.

  • @hezo8958
    @hezo8958 Місяць тому +10

    Favorite YT'er, does everything spot on and never fakes interest in any game to get a couple of views or likes

  • @TacticatGaming
    @TacticatGaming Місяць тому +7

    Thank you! lol this makes so much sense for the issue i'm having. It's insane how freaking simple this is but i couldn't figure it out.

    • @GrabbaBeer
      @GrabbaBeer Місяць тому

      It’s not your fault. It’s just a bad system and design.

  • @martiantexan7632
    @martiantexan7632 Місяць тому +3

    Thank you so much. I just started the game and was wondering what was going on. Enjoying this very much.

  • @fishybusiness7560
    @fishybusiness7560 Місяць тому

    Finally some good and working advice, all I managed to find was to build markets around town but still had issues, building them like this is supplying everyone very well

  • @partofanonimos2733
    @partofanonimos2733 Місяць тому

    I have struggles playing this games manorlord, bannerlord etc; yet i see hope watching a content lord creator guide me. i've never seen a content creator soo much love for medieval dream game that analysis the game mechanics for us to rule, im looking forward to watching more of you're guides sometime in future dream medieval games. I will always watch you're guides like you'r a Curia regis.

  • @jasper4331
    @jasper4331 Місяць тому +2

    Great video. Im learning so much from your channel. Greatly appreciated

  • @DavidKnight33
    @DavidKnight33 Місяць тому +1

    Thanks for the easy to understand explanation of how the market ties in to the granary and storehouse.

  • @TRONRINZLER
    @TRONRINZLER Місяць тому +12

    Seems like such a silly system, explains why no matter what even when the market has plenty of different food I still get homes saying there is none. I also noticed that some roads are bugged, they will still have buildings saying "connected to road network" but stuff won't get delivered, people won't find a path to market even when there is one. Going over the same roads twice a few times with new roads seem to fix it for me.

  • @vincentuy7824
    @vincentuy7824 Місяць тому +1

    Thank you for your informative content about manor lords! I would love to see more crusader kings 3 content from your channel.

  • @JohnRocks7193
    @JohnRocks7193 Місяць тому +9

    Hey man, nice video. Question: how do I control the stall-owning families? If i see someone open a stall, it's not clear to me how to change what family goes where.

    • @sicecko
      @sicecko Місяць тому

      I've been running into this problem too. I wish there was a market designation tab

    • @Matt-uk7zq
      @Matt-uk7zq Місяць тому +1

      seems like the only way is to limit the number of stalls to the number of warehouse/granary workers and then demolish stalls when necessary

    • @TheBeertruck85
      @TheBeertruck85 Місяць тому

      Yeah a great video as usual, but he really should have touched on this since he brought it up several times. I still have no idea how to control who puts a stall where.

  • @manickronic
    @manickronic Місяць тому +4

    Best Manor Lord content out there. Keep it up

  • @vocalcynic2953
    @vocalcynic2953 Місяць тому +1

    Incredible video. Every player who picks up Manor Lords should watch this. I have 70+ hours in the game and I just learned a ton.

  • @ewenchan1239
    @ewenchan1239 17 днів тому

    Great video. I'm going to have to test this out now to see if it will help settle my supply issues. Thanks.

  • @cheezy1969
    @cheezy1969 29 днів тому +2

    Meat, Berries, Bread, Eggs, Veggies, Honey, Apples in this order then work out what each Tier uses first and so on you will see the pattern.

  • @gabrielchcosta
    @gabrielchcosta Місяць тому

    Great guide, explained it perfectly, and went directly to the point.

  • @TheAlienpope
    @TheAlienpope Місяць тому +3

    I'm at almost 300 pop right now, and markets have been my main headache! I was putting them down all over town with none of them close to any storage or granary. Thanks for saving me from further headache!

    • @Strat-Guides
      @Strat-Guides  Місяць тому

      No problem! Good luck with your big town!! You going for 1k??

    • @digitalempirellc6118
      @digitalempirellc6118 Місяць тому

      @@Strat-GuidesI had to redo my save at 200 pop. Didnt see a bandit and they burned down the firewood stalls. Never wss able to get it higher than 11%.
      Trying to have the store workers be in the storehouses is pretty smart. My workers always end up being the shopkeeper no matter what I do

    • @TheAlienpope
      @TheAlienpope Місяць тому

      @@Strat-Guides Not this save haha. But I will go for it one day soon. Just need to learn a bit more. Naturally you'll be a big help!

  • @call_me_ettal
    @call_me_ettal Місяць тому +1

    Fantastic guide, thank you! Have you considered doing a video on optimal town layout, and how you'd stage its development?
    I followed this guide re. marketplaces being right next to warehouses and granaries, but made the mistake of putting my trading post on another side of the granaries and warehouses not realising it couldn't be relocated (as industry buildings can be). I also had a little trouble with placing industries close enough to the warehouses as I expanded the number of buildings of a given type, and when expanding to additional industries due to oversaturation of the good I was exporting.

    • @Strat-Guides
      @Strat-Guides  Місяць тому

      That's a great topic to cover and I don't have enough information to make that assessment yet! I'm currently working on a complete guide to farming, then trade next. I think one I tackle those 2, I can better determine what the optimal build would be. The tricky part is it changes over time - what works at 50 families doesn't work so well at 300 so there will be some growing pains. I'll give it a shot once I get through everything though!

  • @sandboy5880
    @sandboy5880 24 дні тому

    This is exactly what I needed.
    Well done.

  • @TheHilariousGoldenChariot
    @TheHilariousGoldenChariot Місяць тому +1

    I think they should just make the families shop at the market and pickup what they need themselves, this could also add some cool dynamic demand for food.

  • @ilep
    @ilep Місяць тому

    Really good video. Thanks for that. Great explanation and tips.

  • @jobo2331
    @jobo2331 Місяць тому +1

    as always: concise and helpful. thanks

  • @erice.9514
    @erice.9514 Місяць тому +2

    I just try to build based on historical townplans, from one of the advisors of the game, and it worked out quite well so far.
    I build a german "egg village" or "Rundling" with an oval space in the middle and all houses plottet around it, short ways really help to spread good evenly around.

    • @BiglerSakura
      @BiglerSakura Місяць тому

      Yes, even if it's square-grid, there should be one big Marktplatz in the centre in front of the Church, rather than multiple little markets scattered around.

  • @dzej16
    @dzej16 Місяць тому

    Strat you are doing great job. I watch your videos since few years.
    I am now on manor lords group on Facebook. A bunch of people are asking for tips. Every time I give link them to your channel 🥰

  • @zolaries04
    @zolaries04 18 днів тому

    This saves me a lot of trouble. Thank you so much! Subbed!

  • @swm934
    @swm934 26 днів тому +1

    I find demolishing empty marketplace stalls dramatically helps.
    The problem I noticed is that I'd have a vast surplus of materials, like say firewood, but not all plots would be supplied. This is because I frequently toggle families onto and off of gathering buildings as those materials are needed. Each time they're added to a building a new stall will be set up and linked to the gathering building. Then when the family is rotated off the building, the stall will remain linked to the gathering building which has no inventory to pull from. My marketplace would fill up with empty stalls over time. There's an 'abandoned stall' mechanism in the game but it doesn't correct for this issue. After going through and demolishing all stalls with empty or single material of supplies, my logistics workers were able to establish stalls linked to the stockhouse/granary inventories and keep inventories maintained. It also helped with overall town efficiency because unassigned families weren't wasting time often walking back to the marketplace to construct useless stalls while building projects would idle.

    • @fleshreap
      @fleshreap 25 днів тому

      I've been wondering about this. Great to know!

  • @nam430
    @nam430 Місяць тому +7

    woppaaaaaaaaa and after seeing how many people asking you this within like the first 30 min of the stream yesterday i kinda expected you would make a seperate vid

    • @Strat-Guides
      @Strat-Guides  Місяць тому +10

      It's one of my kid's bday today so I'm not supposed to be working - I woke up at 3am to get this video done and out before anyone else woke up ;)

    • @erickceballos3558
      @erickceballos3558 Місяць тому +3

      @@Strat-Guides thank you. Hope you have a great time with your family!

    • @nam430
      @nam430 Місяць тому

      @@Strat-Guides eyyy mate have a great day with your family

  • @jimiknewstubb
    @jimiknewstubb Місяць тому +2

    You’re a weapon! Keep up the awesome work mate 🇳🇿

  • @StringDogg
    @StringDogg Місяць тому +2

    Thanks for this! I think I built too many houses without understanding that each house needs fuel and not only construction. Great stuff

  • @fromheretothere6074
    @fromheretothere6074 Місяць тому +1

    A well put together explanation!
    On the other hand "you dont like distance managing in city builders, play anno games" got it :))
    Jokes aside i hope this game turns out well in the end

  • @bryanmyers9977
    @bryanmyers9977 Місяць тому +1

    Good tips. The only downside to think of would be a lightning strike or other fire.. I just lost a storehouse that was completely full that way

  • @bograt1980
    @bograt1980 Місяць тому +2

    Yeah ive this issue now in my game, thats what happens when you follow his grandma guide when he tells you to place them next to the berries and hunting. That being said you do, do a good job and very informative guides 👏

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      I didn't want to get technical in the grandma guide and go over minmax stuff, but you should still have good coverage with that build. I might have been a little light on the market stalls, so you can add another 2 or 3 and it should be fine :)

  • @ob1983
    @ob1983 Місяць тому +1

    Hi Strat, so glad you picked this game up and gave it the Bannerlords analytics treatment... I would love if you reviewed all the soldiers and broke down strengths and weaknesses. Not reached large battles yet and your views would be greatly appreciated. 🍻

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      Hey Ob!! Yeah I'm really getting into Manor Lords. It's going to take some time for them to finish it, but I imagine it will be just like Bannerlords - good fun for a couple months at a time around patch time and then off to play other games in between :)
      I'm going to tackle combat later this week or early next week.

  • @twankersten9804
    @twankersten9804 Місяць тому

    Came to your channel through Reggie. Stayed for your tutorials!

  • @Na-ez6mz
    @Na-ez6mz Місяць тому +1

    Keep going with the guides they are super good and easy to acctually understand and thats very rare these days.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      Will do! I'm working on farming testing right now and then I'll tackle the new trade system they implemented after that. I'll probably do one on how to get an army up fast enough to deal with the AI to - seems to catch a lot of people off guard

    • @Na-ez6mz
      @Na-ez6mz Місяць тому

      @@Strat-Guidessounds good man if possible do a food one when i get into the higher populations it goes down hill fast. I always end up with land that you cant farm on

  • @DCTriv
    @DCTriv Місяць тому +2

    Thanks, really useful info.
    What's your opinion on duplexes? Are they worth it in the long run?

    • @benjaminclement8437
      @benjaminclement8437 Місяць тому

      I use them for family's doing vegies, apples or if I plan to turn them into artisans

  • @Zarl451
    @Zarl451 Місяць тому +1

    Thanks for the video - have you found any way to force a stall of a particular type? In my most recent playthrough I bricked out because all 3 families I could assign to my storehouse insisted on making firewood stalls, so I had no way of distributing clothes. Even when I demolished them, they just rebuilt more firewood stalls, whilst all my plots went to 0 clothing provision.

  • @RoronoaZoroSensei
    @RoronoaZoroSensei Місяць тому +1

    Very good information, thanks. I'm nearing 100 families, and was very confused about how markets worked, and having trouble getting proper coverage.

    • @Strat-Guides
      @Strat-Guides  Місяць тому

      100 families is a pretty good size - you should still be able to keep 100%. The problem is they drain supply so fast, it's hard to keep up with it but if your markets are right next to the warehouses then it should be doable!

  • @reynauldc984
    @reynauldc984 Місяць тому

    Thank you!! Very helpful.... here I thought making the market close to the homes was going to help, but I was still having problems!

  • @Nikkisfloof
    @Nikkisfloof Місяць тому +1

    Absolute legend, thank you.

  • @pluki1357
    @pluki1357 Місяць тому +2

    And that's how malls / Wallmarts / IKEA etc. all started ;)
    Some medieval manor lord got annoyed by inefficiency, calculated things and came up with the above setup.
    No more cosy sleepy villages with curved roads. Only right angles, square blocks, straight streets. 🙃😂

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      Haha exactly! Pack em tight and sell em cheap :D

  • @AGSx37
    @AGSx37 Місяць тому +1

    The logistics in this game are insane. I really like Frostpunk and now I love this game even more because there is no such problem)

  • @yazmeliayzol624
    @yazmeliayzol624 Місяць тому

    I may have figured out the best town layout... start with the well... put road around it... choose two opposite corners and draw straight roads off quite a way... then put a market each side of the well roads... I go 2 lock points past the junctions... making it kind of hexagonal... usually I get 14 stalls per side... then put roads around the markets joining to the main well road... on the middle side, so now 90 degrees from the well road, run two more roads out a ways from the middle of the markets... then put single home plots with workshop extensions around the markets... I go with 5 per quadrant... I turn the market road plots into 2 artisans and the well road plots into 2 chicken coops and 1 goat shed... ending with 8 workshops, 8 coops, and 4 sheds... then on the market roads past the plots on each side I put a warehouse and granary... finally off the well road I add the veggie patches in extra large double plots that wrap up behind the single plots meeting with the storages... I usually make 2 veg and 2 orchards... then put resource collection/industry where needed... typically I put most industry on the kings road side and most res/farm on the other side... stick the tavern on one end of the well road and the church on the other, and you're good to go...

  • @DougalJacobs
    @DougalJacobs Місяць тому +2

    Thanks dude, this helped clarify how markets/item transports work! I was kinda confused after a few hours.
    If I had some small criticism it would be that your voice is a bit loud and boomy in this video in a way I haven't noticed in others. (I've been watching you since I found your Bannerlord videos a couple years ago!) If you have a compressor on maybe turn it down a bit, it can reduce listening fatigue :)

  • @o_O29866
    @o_O29866 Місяць тому +1

    Great as always!

  • @eols2190
    @eols2190 23 дні тому +1

    Brilliant! Thank you.

  • @mikeb3553
    @mikeb3553 Місяць тому

    Thanks for the analysis. Makes sense. Now, my personal battle will be to find the balance between aesthetics and efficiency.

  • @johannesdolch
    @johannesdolch Місяць тому

    Amazing. I finally understood why i always thought the whole system is bugged.

  • @whatx11
    @whatx11 Місяць тому

    this was Massive info , Ty.

  • @KinGAtash
    @KinGAtash Місяць тому

    Thanks ❤ well explained

  • @MainOffenderKZ
    @MainOffenderKZ Місяць тому +1

    straight to the point. thx alot.

  • @sociomatt_
    @sociomatt_ Місяць тому +1

    OMG thank you! As much as I love this game the help section could use a little love lol

    • @Strat-Guides
      @Strat-Guides  Місяць тому

      Yeah for sure lol it's basically useless at best and misleading at worst :) I've got more guides coming up this week to help out

  • @Leann-n
    @Leann-n Місяць тому

    Thanks for the video, I understand now that placing marketplace next to houses doesn't really makes sense even tho its quite intuitive lol.

  • @mihaimimi3965
    @mihaimimi3965 Місяць тому +1

    I've just started this new map and built market slots next to granary(which is placed next to the hunters') but the stubborn workers keep on placing the food stall next to the firewood stall even though this one is on the other side of the city and the market place closest to them is empty... I deleted it , they built it in same place. Demolished it again after changing the family working in the granary, they proceed to build it in the furthest market again :(
    LE: in case this happens EVEN stalls can be moved to another location. Awesome!

    • @BiglerSakura
      @BiglerSakura Місяць тому +1

      Yes, stalls can be relocated. Also you can designate and limit the operation areas of granaries and warehouses.

  • @lowfpsman
    @lowfpsman Місяць тому +1

    Ok. Actually helpfull. My most struggle with a firewood.

  • @xxxxdddddss
    @xxxxdddddss Місяць тому +4

    they should allow to overcap the stalls a little bit, maybe like 1.5x times the supply, or just allow us to set the amount we want

    • @Strat-Guides
      @Strat-Guides  Місяць тому +3

      There is a way to do that and I don't think they patched it yet... it's a bit of an exploit lol. I havn't covered it yet because I need it for one of my challenge runs :) Basically you need to spam housing, make sure you have a bunch that people have not moved into yet and then build a bank of them along the edge of your region. Quickly upgrade those to level 2 plots and upgrade the shop to any artisan shop. Once it's done, pause the building and you'll never have someone move in - the pause stops immigration to that house, but the cap is increased by 1 with no family to take up the supply.

  • @ZeChainwarden
    @ZeChainwarden Місяць тому +2

    There is always a flaw in city building games for me, that comes down to logistics in most cases, that makes me want to stop playing them. While your explanation helped me with this game, this market simulation seems unnecessarily fiddly and restrained.

  • @kodstergames
    @kodstergames Місяць тому +1

    I was splitting stalls up to try to “reach” the other houses. I guess my people were just having to travel too far. Awesome guide

    • @Strat-Guides
      @Strat-Guides  Місяць тому +2

      Yeah it's an odd system, but basically stalls have infinite reach and the only bottleneck is the supply. So if you have a market stall at one end of the map and 50 houses at the other end of the map, as long as the market stays 100% full quickly, those house will have supply :)

    • @toshiroyamada2443
      @toshiroyamada2443 Місяць тому

      I did that too, moved my market thinking maybe those houses are just out of range.

    • @patrickdecosta6508
      @patrickdecosta6508 Місяць тому +1

      @@Strat-Guides How do you ensure that the granary and storehouse workers are the ones that open market stalls?

    • @Strat-Guides
      @Strat-Guides  Місяць тому

      @@patrickdecosta6508 you can take workers out of their production building to clear their market stall owners, then put them into the warehouse so they have that job and the stall. Or you can move their job to the warehouse - click the production building, people tab, there a button there to resign their job.

  • @stormcrow3096
    @stormcrow3096 Місяць тому

    Excellent, thank you.

  • @antonwulp
    @antonwulp 16 днів тому

    Most annoying is when I make a small village next to my village, they run a marketstall in the old village and not the new. Although the grannery and storehouse are exactly next to the marketplace. So I have to move stalls contantly to the right position.

  • @marcosantos9512
    @marcosantos9512 Місяць тому +2

    Even with this video I still could not get 100%. So I made some tests and think I got the reason. I think you explained this now that I think about it but I'll explain here. Remember that you may need multiple barracks of each type in the market. As each stall gets only 50 if you have 50 families and want to fullfill 2 kinds of food, you will need space for 100 itens or 2 stalls only for food. plus 2 barracks only for clothes if needed 2 types and 1 barracks only for fuel.
    But a point that gave me problems if you have works in the deposit and there you have fuel and clothes, the families working there not necessarly gonna sell fuel and clothes, they may sell more clothes than fuel for example. So in the next playthrough I will try to make separated deposits only for clothes and only for fuel to see if it works

  • @playalot8513
    @playalot8513 Місяць тому

    Thanks for the great video, it is so useful to have this mechanic explained properly. How do you make storage workers run a stall?

  • @kennethstender5400
    @kennethstender5400 Місяць тому +4

    Oh for the love of God! Been playing around with it for a while today and I still can't seem to make any sense of it. My firewood-choppers keep opening new firewood stalls and leaving them unstocked even though i have a fully functioning firewood stall and only about 10-12 burgage plots. Seems that no matter who I set to manage the firewood-chopping-place they decide that they definitely need to open a new stall and then just sit around all day and do nothing at all. Do you have any tips for that?

    • @Strat-Guides
      @Strat-Guides  Місяць тому +2

      This is exactly why I recommend people to have only 3 stalls in the early game - delete your market place and let the warehouse and granary workers get all those goods back in stock. Then build a market place near the granary and storehouse, but make sure it's only 3 stalls big. When you expand further in the future, add more as needed. You can usually get away with 3 stalls per 20 or so families you add after that.

    • @BiglerSakura
      @BiglerSakura Місяць тому

      @@Strat-Guides BTW, are there limitations for a market stall of how many items of each goods they can have on sale at once?
      If such limits exist, probably reaching them should be a signal to add another granary/warehouse worker to run another stall.

  • @erickf1919
    @erickf1919 Місяць тому

    holy shit THANK YOU this has been so frustrating for me omg

  • @rileyxbell
    @rileyxbell Місяць тому +1

    I fixed my market coverage issues for food and other items by adding a ton more granary workers. For my big town I think I have some 30-40 or more granary workers and maybe 20 on storage.

  • @kennethstender5400
    @kennethstender5400 Місяць тому +8

    How do I “make sure the Storage workers run all the stalls”?
    My issue is that all the gathering stations open up their own stalls and I end up with a ton of extra stalls with basically no goods in them. And even if I delete them they just rebuild them so I end up with a bunch of duplicate empty stalls.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +7

      Great question - If my explanation doesn't make sense here, I did cover it a video I did a few days ago: ua-cam.com/video/3_ygFjj5JRE/v-deo.html&ab_channel=StratGamingGuides
      There are 2 ways to do this: You can remove the workers from the production building that is running the stall. Once you take everyone out of that building, the stall will become "abandoned". Next, go to your storehouse or granary and put a new worker on. The new worker you place will immediately take over the stall and you can put the rest back on the production building. The other method is to find out who's running the stall, click the people tab and see which building they are working at. On the right side, there's a button to change their job - click that button and then click on the warehouse building you want them to work at. This will transfer them to the warehouse AND they keep possession of the stall.
      Hopefully this helps!

    • @laser__unicorn
      @laser__unicorn Місяць тому +1

      Mine was super bugged, after I moved the stall workers to work on the warehouses and granaries, they stopped supplying the stalls while the warehouses went full.

    • @kennethstender5400
      @kennethstender5400 Місяць тому

      @@Strat-Guides Thanks a bunch for taking the time for such a fleshed out reply! I’ll give it a try and see if I can make it work as well as you do!

    • @Evildraconis
      @Evildraconis Місяць тому +1

      @@laser__unicorn yeah this is what consistently happens in my game. trying to get early migrants and they always understock it regardless of how much you have, IE capping each stall at like 3 which is not enough for each house. no amount of deleting/moving/reassigning things fixes it.
      honestly this entire system is trash and a real deal breaker on the game for me.

  • @pallidknight8600
    @pallidknight8600 Місяць тому +1

    Would love to hear your ideal starting region. Any specific region you like? specific rich deposits to start with? Great vids on a great game, looking forward to so much more from this dev :)

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      It really depends on what kind of town you're going for. Personally, I like to have ale production in my largest town, so having rich soil is really nice, but you can make anything work just fine. Another good one is rich iron and clay since those can both be infinite. I'm not a fan of rich stone though, totally useless lol you can import stone for practically free and only a few buildings use it now. Once Castle walls are a thing, then it will change I think

    • @pallidknight8600
      @pallidknight8600 Місяць тому +1

      @@Strat-Guides what's your favorite region you like starting on? Waldbrand seems nice to be in the middle of everything however I almost rarely get it as a roll lol

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      @@pallidknight8600 I prefer the edge of the map since it's closer to the trade routes. The center is nice to get to the bandit camps quicker though

  • @vadicus-tcp
    @vadicus-tcp Місяць тому +1

    Use the "Limit Work Area" feature on your storehouse and granary on your market and inly store what your Stalls require.

  • @martinez206045
    @martinez206045 27 днів тому

    I'd love to see short video of the pro-s and con-s of the duplex burgage plots. When are they useful and when are they doing more damage than helping?

  • @slevinlaine
    @slevinlaine Місяць тому

    Thank you very much!!

  • @andreijeltyi7453
    @andreijeltyi7453 Місяць тому

    Thank you so much. I was struggling and trying to figure out why I had over 1k vegetables yet still had food issues. Thinking it was like banished and market had range, and apparently they dont. Already went from 70% food to 100%.

  • @KingofDiamonds117
    @KingofDiamonds117 Місяць тому +1

    I did the storage thing you advised before... It didn't work, but some how placing a granary on the opposite side of the town did...

  • @jerrybuck9236
    @jerrybuck9236 Місяць тому +1

    Thanks…this was pissing me off to no end for the last hour or so.

  • @TechbotALPHA
    @TechbotALPHA Місяць тому

    This will hopefully help me out, I'm stuck with a Tier 2 house complaining they can't get firewood when I have tons, but my stores are spread out and I'd tried making another market to make it easier?
    I might have to try Game 3, there's definitely plenty to learn about this game ^^;

  • @ScottiMac0007
    @ScottiMac0007 27 днів тому +1

    There needs to be an updated version of this for high population cities. Things break down when plots # passes 50

    • @Strat-Guides
      @Strat-Guides  27 днів тому

      I use this method to get up to 110 families and it works just fine for me. Sometimes the stalls bug out as you expand though so if you're having trouble getting to 100% but have enough supply and stalls, then try deleting the market and redoing it. Seems to be a bug there getting stuck at high 90% sometimes. I do think there are better setups though when moving beyond that limit and I haven't had much time to test it out yet

  • @6foot7dad
    @6foot7dad Місяць тому +1

    Great video! Am I able to control what type of market stall is opened? For example, clothing VS firewood, VS food? Etc

    • @Strat-Guides
      @Strat-Guides  Місяць тому +4

      Not exactly, but you can help get what you want. If you see too many stalls of one type (like 0 inventory after a long time) you can demolish that individual stall. They might try to rebuild it again - just find out where they work and take them off the job, demolish the stall and let someone else build a stall there. Then you can put the worker back on!

    • @6foot7dad
      @6foot7dad Місяць тому +2

      @@Strat-Guides great, thank you for taking the time to reply. cheers

  • @nougan_gamer
    @nougan_gamer Місяць тому +3

    Thought I saw somewhere that each Marketplace cover a certain radius of area, and burgage plots within that radius will receive the supplies (food/clothes/fuel), and from your view, looks like that is not true? How about when my town is getting big like 60+ families?
    I've been building my towns with a big central markplace, and that is not working well as my towns grow, my storage/granary are usually just a block or 2 from my marketplace, but burgage plots outside certain radius/distance would always not getting supplies distributed. I then build some smaller marketplaces which I call "7-eleven" closer to those not getting supplies. They didn't helps since stalls only gets built in my central big marketplace, none in the new 7-eleven. Then I started to demolish the big central marketplace & rebuild them in smaller size, so now the 7-eleven gets filled up with new stalls, and then other stalls are built back in my central marketplace (which are now smaller). I also started building extra storehouse/granary next to the the 7-elevens which only accept firewood/clothing items, and food. Also this allow me to assign more ppl to work in store/granary to setup more stalls.
    Think they are helping a bit now, not perfect yet, but will continue to observe. But if supply distribution has nothing to do with distance/radius from the marketplace, guess I'm making it too complicated?

    • @Strat-Guides
      @Strat-Guides  Місяць тому +2

      So the market covers all homes in the region regardless of distance. They fulfill the closest houses first and work their way out to the furthest. As long as you have enough for in the stalls to cover 100% then you'll be and to get 100%. Make sure you have enough stalls to have capacity for 100% and make sure your stalls are close enough to the storehouse and granary so they can refill quickly. If they are too far, they won't resupply fast enough to reach 100%

    • @nougan_gamer
      @nougan_gamer Місяць тому +1

      @@Strat-Guides I see, thank you for the explanation. Can you kindly clarify a few things too?
      1) To figure out how many of each supply I need, you said we should be counting plots, but for duplex and level 3 plots, we can have up to 3 families in a plot, sounds like it makes more sense to be counting families instead? If it's really by plot, the Dev absolutely need to show us how many plots we have in the UI, counting plots is just too difficult/time consuming, especially if we're not building our plots uniformly.
      2) What is the ratio of families (or plots depending on your answer to my last question) to stalls? As you mentioned, ideally, all of our stalls should be run by families we assigned to storehouse/granary, so ideally, the ratio will also inform us of how many granary/storehouse we need - based on max # of families we can assign to each.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      @@nougan_gamer it depends on how many goods you have. An easy example is firewood. If you have 10 burgage plots, then your stalls will have a max of 10 firewood between all the stalls. If you have 2 firewood stall, then you're wasting a worker because you only need 1. The stall can hold 50 so you would still have room for 40 more (10/50). Food is more complicated - if you have 3 food types then that one stall will have 30/50 at Max capacity. Now imagine you double your plots to 20, then you'll need 60 total space but only have room for 50. That's time to expand the market place to add more stalls. 2 food stalls have a combined 100 inventory capacity so you'll be good for a while longer. Just figure out your plot count and how many different types of goods you have and that will tell you stalls. General rule of thumb you can just is 3 stalls for the first 15 plots and then 3 more for every 20-25 plots you add

    • @BiglerSakura
      @BiglerSakura Місяць тому +1

      @@Strat-Guides Thank you! This is the statistics I wanted to find. Will reform the trade system in my city :)

  • @makmaz
    @makmaz Місяць тому

    Do the production numbers in your notion sheet still apply to the patch that is live?

  • @0xANIMAx0
    @0xANIMAx0 Місяць тому

    The problem is, however, that a marketplace directly across the street won't do you any good; you'll need some distributed throughout the city so that every house has access to the market. That's how I understood it. Because otherwise the walking distances to the market are too long for the inhabitants

  • @KG-1
    @KG-1 Місяць тому

    Duplex thing. Just to note early in the video you refer to plots or burgages on basis of supply, but then clarified later that storage cap in stalls is families not plots.
    Had to chk date on this video, the 3hr AMA
    was anti duplex, but that was April 26, 1 day before this.
    Now Im bk to dplx hsg again thx to thiis.

  • @blablubb4553
    @blablubb4553 Місяць тому

    Thank you for this helpful information! I was having a lot of trouble with unsupplied buildings and could not figure out on my own what was going wrong.
    Edit: Followed your guide to the T but still got unsupplied level 3 houses once my population reached 1000.
    Seems like level 3 burgage plots are bugged atm. All other houses are supplied and perfectly fine. Only my level 3 houses in the core of my town, which should be sufficiently supplied, because I have a surplus of 3k apples, 1,2k veggies and 800+ eggs along with hundreds of berries.
    But those level 3 houses got supplied sufficiently until my population reached 1000+. Now I consistently get messages of disapproval from level 3 houses having no food at all, despite three full market spaces right in front of them, supplied by three storehouses and 3 granaries each, all fully staffed, every staff member running a stall.
    Game is just bugged. I checked my market stall workers, and they stand around in idle pose, "waiting". While the granaries overflow with food.
    Markets need to be fixed, there's no guide that can work around them being bugged.

  • @donloder1
    @donloder1 Місяць тому

    I have this weird bottlenecc which made the unassigned families took their dang sweet ahh time to get the ox(es) to start dragging timber for construction. I've plenty of timbers lying around and the other materials for the construction is already filled in.This happens with any type of building.

  • @jackabsolute5525
    @jackabsolute5525 Місяць тому

    I'll try this approach for my 3rd retry since I didn't understand how the distribution of supplies work.

  • @Prophet_FMJ
    @Prophet_FMJ Місяць тому +1

    Great video bud.
    How do you have a person in the warehouse also running a stall?

    • @Strat-Guides
      @Strat-Guides  Місяць тому +2

      Thanks! If you have a production building that has a stall and you want to move them over to the warehouses, click on the building they work at, click the people tab, click reassign button to the right of their job info, then click on the warehouse building you want them to transfer to. You can control who works where!

    • @samblack5313
      @samblack5313 Місяць тому +1

      @Strat-Guides
      This info should definitely have been in the video. (Maybe it was and I missed it)

  • @sure_is6113
    @sure_is6113 Місяць тому +1

    I love this game because it gets progressively harder, not easier the more advanced you are. I tried to build an inudstrial trade town and everything was going great until I over expanded and my iron processing couldn’t get me enough income to import food. Slowly… I failed but it was awesome.

    • @Strat-Guides
      @Strat-Guides  Місяць тому +1

      Yeah I know what you mean! Especially on the harder settings - it's possible to lose a whole town in the late game if you make a couple mistakes lol I've lost hours of progress because I messed up my supply chain

    • @toshiroyamada2443
      @toshiroyamada2443 Місяць тому +1

      I started export tonnes of dyes but and scaled my dye production like crazy. Completely forgot they need to eat and couldn't produce/import enough

    • @sure_is6113
      @sure_is6113 Місяць тому

      @@toshiroyamada2443 Oh my God same! I tried to stop making dyes but by that point I had grown my population to the point where they were just gobbling up berries by the truckload and I had to load a previous save

  • @genghistron7035
    @genghistron7035 21 день тому +1

    Heý Strat,
    Thanks for another great video. Just to clarify: I can allocate who works at the granary and storehouse by assigning via the home, but how do I ensure those workers are also working market stalls?

    • @Strat-Guides
      @Strat-Guides  21 день тому

      I've got a video being edited right now that shows a few different ways to ensure the market stalls are ran by the people you want - I should be done today and have it posted!

  • @RhmnLego
    @RhmnLego 29 днів тому

    Hei, I had a set up close to yours with one large storehouse and one granary, but I still found myself with low food and firewood. Somebody on UA-cam recommended two different locations with market and storehouse/granary. I'm trying that solution right now to see if it works. Most of my supplies are near the storing place

  • @tbhgodrick6120
    @tbhgodrick6120 Місяць тому +1

    This has been driving me mad. Thank you!

  • @dking6021
    @dking6021 Місяць тому

    Just to be clear, is it families that matter or plots? if I have a bunch of duplexes do I effectively cut my need in half if its plots?