Manor Lords Marketplace Mechanics Explained

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  • Опубліковано 21 жов 2024
  • Manor Lords Marketplace Mechanics Explained
    A short explanation of how marketplaces work in Manor Lords and how to improve logistics meeting the demands of your villagers in order to upgrade your village!
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КОМЕНТАРІ • 47

  • @SoSuSS895
    @SoSuSS895 5 місяців тому +7

    Exactly what i was searching for, underrated video.

  • @ayeejiff9847
    @ayeejiff9847 5 місяців тому +2

    Saves a lot of time knowing this. thank you. i was re-positioning my houses constantly trying to find the sweet spot but i had a gut feeling it had to do with the market supply because earlier loading my save was fine but a few days later my supply started to struggle

    • @papafranklive
      @papafranklive  5 місяців тому

      Glad it helped! It sure takes a while to figure out all the mechanics and best efficiencies. But so far the market and the iron mining is done. Now time to handle the elephant in the room - farming. Haha...

  • @627hjc
    @627hjc 5 місяців тому +6

    Thank you for clarifying that markets dont have a range factor, its a supply by family factor. I was not able to figure that out! I appreciate this video :D
    I was making smaller market areas in the part of the village that didnt have the resource and it wasnt working either so this makes sense.

    • @jaykstah
      @jaykstah 5 місяців тому +2

      I was doing the same thing with the small markets in far areas lol it feels like a mystery has been solved

    • @papafranklive
      @papafranklive  5 місяців тому +1

      Initially I thought of doing the same, but the only thing that gave it away was that I didn't have many markets set up, so when trying to figure out who owned which market, I realized all families were busy selling products - hence why some production/trading can slow down too if production families are too busy with the market... This sounds weird but I had a similar issue where firewood would have halted production due to families being blocked selling firewood on the market in which case you either put down a second one, or in my case I started using charcoal burners.

  • @BiglerSakura
    @BiglerSakura 5 місяців тому

    Thank you for the clarifications!
    A couple of questions:
    1) Do the Trading Post staff actually deliver imported goods to Granaries, Warehouses or other receivers in the city? I thought they only collect goods for export, but if you only importing the Trading Post will function even unmanned. Granary/Warehouse/Artisan workers would pick up imports from the Trading Post themselves. Or Trading Post people will help them?
    2) When you build another Trading Post, does it duplicate your trade system existing in the 1st Post? (e.g. established trade routes, import/export limits etc.) Can you set different trade lists in two Posts?

    • @papafranklive
      @papafranklive  5 місяців тому

      No problem man. So from my understanding:
      1. Trading posts will do the trading and families having multiple family members will handle trading, storing, moving items and set up market stalls as well. A family having multiple family members will do multiple tasks. The problem - from what I've seen - comes when there's too many jobs to do and not enough families doing it. This applies to trading, granaries, etc. In that case it is very hard to detect why for example your import of barley doesn't get turned into malt and later into ale. Even though the malt house had idle families, it's because the trading post being overloaded will delay the transport of barley as an example.
      2. The more trading posts you have the more families will do trading and deliver goods. It helps tremendously with logistics, and no, trading routes stay the same - although a tip here: buy dedicated trade routes asap so families don't have to do the trading themselves only manage the goods.
      Hope this helped!

  • @benslider1714
    @benslider1714 2 місяці тому

    So what if I have enough families to where they’re not building stalls, yet my citizens needs still aren’t being met? This is the issue I’m currently having. I have multiple families whose needs aren’t being met, but have enough families assigned to those jobs where they’re not building any more stalls. Which tells me I’m meeting the demand, but still have families going without.

  • @failsafe123123
    @failsafe123123 5 місяців тому +1

    In my case some of workers in storehouses and grenaries are without stalls. I dont know if distance matters, but from what I see they always try to occupy the market that has been built first. So if there is totally empty market nearby they will not place stalls there, but also - at least this is what I have - they will not place stalls in other non occupied market because it is too far. Or at least this is the only reason I came with. So, I guess, building relatively small markets makes sense unless we have so many storehouses and grenaries to fill them all no matter how big they are. I guess it might be a case in mid game rather than in late game.

    • @mathiash.1379
      @mathiash.1379 5 місяців тому +2

      you can always check which market stall belongs to them and use the "move building" function to move their stall to the other marketplace

    • @failsafe123123
      @failsafe123123 5 місяців тому

      @@mathiash.1379 Oh, I didnt know that... Thanks!

    • @papafranklive
      @papafranklive  5 місяців тому

      Indeed you can move a lot of the buildings in Manor Lords, and even if you demolish them you get back resources and you can reconstruct them elsewhere... But the fact that they don't have a stall or don't place it in a certain area has to do with how busy they are too. An example: If you have enough people working at the store house and a stall needs to be built for the market, usually the store house worker will set up the stall and the woodcutter will just transport the firewood to the store house. It works vice-versa depending on how busy members of the family are. *if the store house is closer and en route to the marketplace (the ideal setup that is)

    • @failsafe123123
      @failsafe123123 5 місяців тому

      @@papafranklive But this is a theory. In game it works bit random. There are few bottlenecks - for example pantires are being filled full before somebody picks goods from them. It wasnt supposed to work like this. There is a patch on beta version, from what I see they have adressed this issue and few similar around supplies. I hope it will not make the game too easy, since certain level of complexity and... I dont know... certain level of things not working perfectly is actually realistic ;-)

  • @deydey9533
    @deydey9533 5 місяців тому +2

    i just found out what you are explaining in the vid today haha. but still i have the bug where my granary workers ignore burgage plot pantry untill max storage is reached and then only transport those away that go over max storage limit. unfortunately i havent found a workarround for that. the only thing i can imagine is doing a dual plot on l vl 3 to have 4 families and make it as big as they can handle to overfill the pantry as fast as possible so the granary workers transport them immediately ^^

    • @AurioDK
      @AurioDK 5 місяців тому +1

      The solution to that is simple, keep all orchards, veggie farms and anything triggered by max pantry to tier 1, do not level them up.

    • @papafranklive
      @papafranklive  5 місяців тому

      Well, the only place where I ran into that was with veggie farms that had 'too large' plots so the farming area was much larger than the house's pantry, but once I made a second granary and I banned any other type of produce on the granary's products priority tab it started prioritizing storing that type of food. Granaries function much the same way as the marketplace, the closest things get stored first and if the families are too busy, they'll never get to those houses in time.
      I had an issue where barley wouldn't be transported to the malt house and the problem wasn't with the malt house not having enough families, it was with the trading post. So once I set up 4 trading posts instead of one, with 16 families and 8 horses, all of a sudden all my logistics got unclogged. - too bad Skalitz burned down in the end just like in KCD 😂

    • @andyv2209
      @andyv2209 5 місяців тому

      ​@@AurioDKthat doesn't work when your goal is having all houses at level 3 xp

  • @notsnho
    @notsnho 3 місяці тому

    my food and fuel stay fine until i make a marketplace, once i make one my recourses will slowly deplete to 0 and everyone will starve. What am i doing wrong

  • @QuickLoad1
    @QuickLoad1 5 місяців тому +2

    Nice Town Name, I Hope Your Town Doesn't end up the same way.

    • @papafranklive
      @papafranklive  5 місяців тому

      Spoiler alert it did.😂 But, we rebuilt it and call it New Skalitz. This was the Attempt 3 town, but now we've started a new run, we're prepared and this time the cumans won't know what hit them!
      Attempt 3 Part 2 has the pillaging of Skalitz in it towards the end, it's not a good end, but it is a very scenic one. 😂

  • @JJLL195
    @JJLL195 5 місяців тому +5

    I still have problems with people not knowing apple is food.

    • @papafranklive
      @papafranklive  5 місяців тому

      I don't have orchards but when I imported apples, they got consumed the same way as anything else. Do you have a problem with it not being consumed or not being transported from the house's pantry?

    • @xFreeQx
      @xFreeQx 5 місяців тому +1

      They will take food from stalls in this order: meat>berries>bread>veggies>eggs>honey>apples
      If you have enough meat and it's transported quickly enough to the food stalls they will never tuch berries. Apples are the last ones

    • @papafranklive
      @papafranklive  5 місяців тому

      I didn't know about this priority list, but now that you say it, I think it makes a lot of sense - it works the same way I saw people prioritizing charcoal over firewood. Thanks!

    • @AurioDK
      @AurioDK 5 місяців тому

      @@papafranklive It´s also due to the "pantry full" bug, granaries only pick up apples when the pantry is full, granaries only pick apples when the orchards are full, if you have tier 3 orchards that takes forever.

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock 5 місяців тому

      Patch should have rectified both the apple and food priority list bugs

  • @michasalwach7264
    @michasalwach7264 5 місяців тому

    I would understand that if there was no food in the stalls (= it is bought as fast as it appears). But then again, I have a shitload of food in the market stalls all the time, and some houses just seem to not care. I figured out your solution by myself but eh, it doesn't seem to work perfectly.

    • @papafranklive
      @papafranklive  5 місяців тому +1

      Sometimes items in a particular building appear before they are transported there. Happened to me when I was trying to figure out why my barley wasn't converted to malt and I was investigating villager behavior, to find out the problem lied elsewhere - the trading post would show barley on stock, but it wouldn't be inside the post but rather being transported, so the malt house only fixed itself after I build 4 trading posts to unclog trading logistics. I get what you mean, but sometimes it's just a symptom. Hope my example helped! You might have to do something similar to your granary, store house, etc.

    • @michasalwach7264
      @michasalwach7264 5 місяців тому +1

      @@papafrankliveWoah! I didn’t know that. This is very useful actually. Also I might try expanding my trading posts since I went with cheap trade route expansion traits and now my road is… kinda busy. This could be a gamechanger really, thanks a lot!

    • @papafranklive
      @papafranklive  5 місяців тому

      After that, the road is only going to get busier, don't forget to buy horses for the traders! Curious to see your reaction when you get to that level of traffic, haha...

  • @Sombre____
    @Sombre____ 5 місяців тому

    There is no point to put more than 2 families to storage/granaries. Because there is only two carts in the storage.

    • @papafranklive
      @papafranklive  5 місяців тому

      I haven't paid attention to how many carts/building there are, but I've seen villagers carry stock around in their hands if they didn't have a cart. It might be less efficient, but still better than having no families assigned at all.

    • @Sombre____
      @Sombre____ 5 місяців тому

      @@papafranklive If villagers (storage workers) carry one item by one item, then, there is no point to give them a special job at the storage. They can do it with any jobs, doesn't need to stuck the family in the storage. They will be more useful in another job. (Or you build a 2nd storage to give those extra families, carts to work with)

  • @ThePrimeMinisterOfTheBlock
    @ThePrimeMinisterOfTheBlock 5 місяців тому

    Firewood does not teleport tho

  • @arabian9372
    @arabian9372 5 місяців тому +1

    thank you! these tips really helped, kudos!
    also, are you an Indian? i'm sensing an acsent there a bit :D!

    • @papafranklive
      @papafranklive  5 місяців тому

      Glad it helped! And nope, but I am central european so that's what you're hearing.😂

  • @RomaZeal
    @RomaZeal 5 місяців тому

    You showed us this, explained everything, and yet your burgage/family's needs weren't being met...

    • @papafranklive
      @papafranklive  5 місяців тому

      It is a quick video trying to explain things in a compact manner to save your time, but if you wish to see my tips in action you can check out any of my recent gameplay videos - having two towns in separate regions with 100% approval and max town size.✌️

  • @jennypenny7
    @jennypenny7 5 місяців тому +2

    Finally an answer to my question. Thank you! 🫡