docs.google.com/spreadsheets/d/14MNSHfAMONP_gQxziJ97-emSZR3v4Dao4etqo9Torvk/edit?gid=690091687#gid=690091687 **Special thank you to Chuckw44, PARRY.B, Chilled Sloth
Hey got a question my saw mill stops working I build another one it don’t work I destroy it rebuild it it won’t work I have tried multiple times and games It stops when I get to the second lvl any Ideas
Very helpful content! Knowing that how they consume items is great. I still have a question ,though, when does the game decide to make a market stall? If food is gathered from the granary first then what is perking "make market stall"?
Wait so.... what happens if you didn't build a market, or no market stalls? Would this effect distribution if villagers are just grabbing from the granary/storage
Very nice video, especially pointing out that consumption and supply and demand are different things, there seems to be a lot of misunderstanding of these mechanics. So just to reiterate, if I have 10 families in lvl1 burgage plots I need 10 leather, but if I never added any more families and the burgages stayed at lvl1 those 10 leather would last forever, and everything above that could be sold, right?
My guess is that the only time pantry's will be used for consumption are early game before you have all your markets set up or if you are moving things around. if there is no food in the granary/market stalls after the first few months something major has gone wrong.
Very Helpful. While I understand the reasoning game wise for the priority of consumption going to the granary/storehouse first it seems backward - stall first then granary/storehouse would make more sense. By allowing access to the granary/storehouse second the relief valve for un stocked stalls is fixed, but putting granary/storehouse first is overkill.
Similarly from you other video on food spoilage the stall/granary rates seem backward too - stall should spoil faster than granary, not "not at all" by that logic I would go down and buy milk before it spoiled at the supermarket, but when I got it home, just leave it on the counter because it will never spoil assuming it's like a stall. Don't see why food pickup from stalls/granary couldn't work like firewood - animations with firewood on their backs AND a food pouch at the front, or kids carrying baskets of food. A family member can pick up wood & food at the same time. Clothes: by the current rules you should be able to tell the old-timers from the new arrivals - after 3 years the old-timers will be in rags - their initial issue having long since worn out. New people will look pretty fresh. I should think this should be a yearly consumption - just like my union contract yearly boot allowance. Also picked up like wood and food.
@@TacticatGaming I'm just wondering whether you agree with my reasoning for refinement to what they've done. I'm playing one now where I have a clipped corner version of a bender that can put 2 apiaries in the triangular area clipped, got my well in one of those triangles too. What I observed was in year 1 of veggies it was a stunning amount that overflowed the burgage pantry and the granary wasn't picking it up very well. Apples was pretty robust on year 1 as well. Confusing on how the stalls work, watching them even when manned.
@@TacticatGaming based on what's here I intend to put a formal suggestion to devs on stalls, collection, storage/granaries, clothes. I'd argue too eggs should be 2 per month not 1 to make them worthwhile and to be more accurate - my sister has chickens, less than a half dozen and they pump out a shit ton of eggs - a lot more than 1 a month in game, I'd say. What's going on now is a step forward, but seriously flawed in logic. The food distribution system from stall to human reminds me of the comment I made about Baldur's Gate 3: it's really a 27th Century version of Westworld - fast travel, pocket universes/zero point reactors on your person and personal transporters - sending stuff to camp, the one chest that holds everything - like my 600+ crates. Here it's a bio-compatible stomach implant that acts like an insulin doser, only it incorporates a transporter link to the nearest food source. Our peasants are not what they appear - they are in effect cyborg hybrids. It's Medieval World. Thank You Delos Corporation for a fine gaming experience.
Thanks for all the concise info! One question because I haven’t played since launch: what is the point of having a food market stall if households prefer the granary anyway? Seems more efficient just to do everything from the granary bc a market stall needs a worker
@@TacticatGaming thanks for this video ! It's same for the clothing i guess, if you have 20 family u just need 2 market stall to provide 20 leather + 20 shoes (and 2 stall for the heating) ? I've separated the clothing market from the wood/coal for easier management ^^ but the "eating from granary 1st" looks a bit weird, would'nt be surprise if its revert in a future patch
I liked it more when clothing was consumed once per year. Now it feels like the only purpose of flax or sheep is to sell on the market. Hopefully that comes back
That’s been the case in previous patches, but apparently people were running into problems where the granary workers couldn’t stock the market stalls fast enough and they were losing happiness. I would have that the new overstocking mechanic would have been enough to fix that, but we’ll have to wait and see
docs.google.com/spreadsheets/d/14MNSHfAMONP_gQxziJ97-emSZR3v4Dao4etqo9Torvk/edit?gid=690091687#gid=690091687
**Special thank you to Chuckw44, PARRY.B, Chilled Sloth
Short and packed with useful information. Efficiency is key. I love it. 😊
Thanks for the food guide!
Glad to help!
Hey got a question my saw mill stops working I build another one it don’t work I destroy it rebuild it it won’t work I have tried multiple times and games It stops when I get to the second lvl any Ideas
Get more ox
Thank you!
Very helpful content! Knowing that how they consume items is great. I still have a question ,though, when does the game decide to make a market stall? If food is gathered from the granary first then what is perking "make market stall"?
Supply and demand bonus
Wait so.... what happens if you didn't build a market, or no market stalls? Would this effect distribution if villagers are just grabbing from the granary/storage
Check out the link for scenarios
Very nice video, especially pointing out that consumption and supply and demand are different things, there seems to be a lot of misunderstanding of these mechanics.
So just to reiterate, if I have 10 families in lvl1 burgage plots I need 10 leather, but if I never added any more families and the burgages stayed at lvl1 those 10 leather would last forever, and everything above that could be sold, right?
its reserved per burgage plots now actually - so if you have 10 burgage plots - those 10 are reserved forever and not consumed yes
My guess is that the only time pantry's will be used for consumption are early game before you have all your markets set up or if you are moving things around. if there is no food in the granary/market stalls after the first few months something major has gone wrong.
Yep, that's right.
Very Helpful.
While I understand the reasoning game wise for the priority of consumption going to the granary/storehouse first it seems backward - stall first then granary/storehouse would make more sense.
By allowing access to the granary/storehouse second the relief valve for un stocked stalls is fixed, but putting granary/storehouse first is overkill.
Similarly from you other video on food spoilage the stall/granary rates seem backward too - stall should spoil faster than granary, not "not at all" by that logic I would go down and buy milk before it spoiled at the supermarket, but when I got it home, just leave it on the counter because it will never spoil assuming it's like a stall.
Don't see why food pickup from stalls/granary couldn't work like firewood - animations with firewood on their backs AND a food pouch at the front, or kids carrying baskets of food. A family member can pick up wood & food at the same time.
Clothes: by the current rules you should be able to tell the old-timers from the new arrivals - after 3 years the old-timers will be in rags - their initial issue having long since worn out. New people will look pretty fresh. I should think this should be a yearly consumption - just like my union contract yearly boot allowance. Also picked up like wood and food.
Yeah the food system surprised me to. I worked with the top alpha testers to get this info - would have taken me weeks to figure out
@@TacticatGaming I'm just wondering whether you agree with my reasoning for refinement to what they've done.
I'm playing one now where I have a clipped corner version of a bender that can put 2 apiaries in the triangular area clipped, got my well in one of those triangles too. What I observed was in year 1 of veggies it was a stunning amount that overflowed the burgage pantry and the granary wasn't picking it up very well. Apples was pretty robust on year 1 as well.
Confusing on how the stalls work, watching them even when manned.
@@KG-1 I've been noticing the need to have a granary that doesn't do market stalls and just helps move goods around
@@TacticatGaming so build and disallow stalls then.
@@TacticatGaming based on what's here I intend to put a formal suggestion to devs on stalls, collection, storage/granaries, clothes. I'd argue too eggs should be 2 per month not 1 to make them worthwhile and to be more accurate - my sister has chickens, less than a half dozen and they pump out a shit ton of eggs - a lot more than 1 a month in game, I'd say. What's going on now is a step forward, but seriously flawed in logic.
The food distribution system from stall to human reminds me of the comment I made about Baldur's Gate 3: it's really a 27th Century version of Westworld - fast travel, pocket universes/zero point reactors on your person and personal transporters - sending stuff to camp, the one chest that holds everything - like my 600+ crates.
Here it's a bio-compatible stomach implant that acts like an insulin doser, only it incorporates a transporter link to the nearest food source. Our peasants are not what they appear - they are in effect cyborg hybrids. It's Medieval World.
Thank You Delos Corporation for a fine gaming experience.
Thanks for all the concise info! One question because I haven’t played since launch: what is the point of having a food market stall if households prefer the granary anyway? Seems more efficient just to do everything from the granary bc a market stall needs a worker
You need them to get approval up for taxes and to upgrade the houses to tier 2/3 - your city will also likely collapse without the food approval bonus
@@TacticatGamingAh ok. So households consuming food from granaries or pantries will not provide approval
Nope
Approval is based on the availability of goods in the market stall - consumption is a separate mechanic
@@TacticatGaming thanks for this video !
It's same for the clothing i guess, if you have 20 family u just need 2 market stall to provide 20 leather + 20 shoes (and 2 stall for the heating) ? I've separated the clothing market from the wood/coal for easier management ^^
but the "eating from granary 1st" looks a bit weird, would'nt be surprise if its revert in a future patch
Hmm, do we still need to build market? It seems that for food - no, but what about leather and clothes?
You need the narket for supply and demand bonus
@@TacticatGaming ah, yes you are right, thanks 👍
I liked it more when clothing was consumed once per year. Now it feels like the only purpose of flax or sheep is to sell on the market. Hopefully that comes back
It seems that granary has the highest priority, but food stalls should have highest priority. maybe it will be corrected in the next patch
That’s been the case in previous patches, but apparently people were running into problems where the granary workers couldn’t stock the market stalls fast enough and they were losing happiness. I would have that the new overstocking mechanic would have been enough to fix that, but we’ll have to wait and see
Is Chilled Sloth just a presence here in this community or does he have a channel/portal of some sort too.
Manor lords discord
@@TacticatGaming Ok. Just figured out why to have market stalls - can't get the approval without them and therefore growth.
Manor Lords Econ 101. =^[.]^=