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

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  • Опубликовано: 26 апр 2024
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Комментарии • 484

  • @derekgarvin6449
    @derekgarvin6449 Месяц назад +346

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

    • @Strat-Guides
      @Strat-Guides  Месяц назад +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 Месяц назад +15

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

    • @Jkizzle4996
      @Jkizzle4996 23 дня назад

      Same

  • @thp8777
    @thp8777 Месяц назад +64

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

    • @Strat-Guides
      @Strat-Guides  Месяц назад +4

      Lol pretty much!

    • @aramyl1836
      @aramyl1836 27 дней назад +1

      😂😂😂

    • @frankberger7035
      @frankberger7035 26 дней назад

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

    • @King-O-Hell
      @King-O-Hell 26 дней назад

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

    • @dkbrannan
      @dkbrannan 4 часа назад +1

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

  • @veevoir
    @veevoir Месяц назад +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 Месяц назад +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 Месяц назад +6

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

    • @Definedd
      @Definedd Месяц назад +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 26 дней назад +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 22 дня назад

      @@BiglerSakura Great tip!

  • @thorwaldjohanson2526
    @thorwaldjohanson2526 Месяц назад +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  Месяц назад +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 Месяц назад +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 Месяц назад +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 Месяц назад

      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

  • @Broadside388
    @Broadside388 Месяц назад +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 29 дней назад +1

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

  • @gabrielhorbuch
    @gabrielhorbuch Месяц назад +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

  • @Hoentje-wp8ph
    @Hoentje-wp8ph Месяц назад +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 20 дней назад

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

    • @josecipriano3048
      @josecipriano3048 19 дней назад +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 9 дней назад +1

      Your wish has come true with last beta update

  • @justinsinke2088
    @justinsinke2088 Месяц назад +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  Месяц назад +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 RUclips 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 Месяц назад +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 Месяц назад +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 Месяц назад +10

      How do we even stop producers to run market stalls?

    • @MrTuts4life
      @MrTuts4life Месяц назад

      @@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.

  • @Legion_Q_
    @Legion_Q_ Месяц назад +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 RUclips 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  Месяц назад +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

  • @realnerdyviking812
    @realnerdyviking812 Месяц назад +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.

  • @J-Kebab
    @J-Kebab Месяц назад +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!

  • @hezo8958
    @hezo8958 Месяц назад +10

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

  • @daniel19617
    @daniel19617 Месяц назад +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.

  • @TacticatGaming
    @TacticatGaming Месяц назад +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 Месяц назад

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

  • @TRONRINZLER
    @TRONRINZLER Месяц назад +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.

  • @partofanonimos2733
    @partofanonimos2733 Месяц назад

    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.

  • @martiantexan7632
    @martiantexan7632 Месяц назад +3

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

  • @jasper4331
    @jasper4331 27 дней назад +2

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

  • @fromheretothere6074
    @fromheretothere6074 Месяц назад +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

  • @vocalcynic2953
    @vocalcynic2953 29 дней назад +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.

  • @StringDogg
    @StringDogg 28 дней назад +2

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

  • @DavidKnight33
    @DavidKnight33 Месяц назад +1

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

  • @fishybusiness7560
    @fishybusiness7560 Месяц назад

    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

  • @vincentuy7824
    @vincentuy7824 Месяц назад +1

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

  • @manickronic
    @manickronic Месяц назад +4

    Best Manor Lord content out there. Keep it up

  • @ilep
    @ilep 26 дней назад

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

  • @ewenchan1239
    @ewenchan1239 13 дней назад

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

  • @erice.9514
    @erice.9514 Месяц назад +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 26 дней назад

      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.

  • @swm934
    @swm934 22 дня назад +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 21 день назад

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

  • @dzej16
    @dzej16 Месяц назад

    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 🥰

  • @gabrielchcosta
    @gabrielchcosta Месяц назад

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

  • @call_me_ettal
    @call_me_ettal Месяц назад +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  Месяц назад

      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!

  • @TheHilariousGoldenChariot
    @TheHilariousGoldenChariot Месяц назад +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.

  • @pluki1357
    @pluki1357 Месяц назад +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  Месяц назад +1

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

  • @TheAlienpope
    @TheAlienpope Месяц назад +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  Месяц назад

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

    • @digitalempirellc6118
      @digitalempirellc6118 Месяц назад

      @@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 Месяц назад

      @@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!

  • @DougalJacobs
    @DougalJacobs Месяц назад +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 :)

  • @jobo2331
    @jobo2331 Месяц назад +1

    as always: concise and helpful. thanks

  • @JohnRocks7193
    @JohnRocks7193 Месяц назад +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 Месяц назад

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

    • @Matt-uk7zq
      @Matt-uk7zq Месяц назад +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 28 дней назад

      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.

  • @zolaries04
    @zolaries04 14 дней назад

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

  • @sandboy5880
    @sandboy5880 20 дней назад

    This is exactly what I needed.
    Well done.

  • @AGSx37
    @AGSx37 29 дней назад +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)

  • @jimiknewstubb
    @jimiknewstubb Месяц назад +2

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

  • @reynauldc984
    @reynauldc984 Месяц назад

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

  • @Na-ez6mz
    @Na-ez6mz Месяц назад +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  Месяц назад +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 29 дней назад

      @@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

  • @ZeChainwarden
    @ZeChainwarden 27 дней назад +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.

  • @nougan_gamer
    @nougan_gamer 26 дней назад +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  26 дней назад +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 26 дней назад +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  26 дней назад +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 26 дней назад +1

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

  • @eols2190
    @eols2190 19 дней назад +1

    Brilliant! Thank you.

  • @twankersten9804
    @twankersten9804 Месяц назад

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

  • @o_O29866
    @o_O29866 Месяц назад +1

    Great as always!

  • @cheezy1969
    @cheezy1969 25 дней назад +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.

  • @DCTriv
    @DCTriv Месяц назад +2

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

    • @benjaminclement8437
      @benjaminclement8437 Месяц назад

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

  • @Zarl451
    @Zarl451 Месяц назад +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.

  • @bograt1980
    @bograt1980 Месяц назад +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  Месяц назад +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 :)

  • @whatx11
    @whatx11 Месяц назад

    this was Massive info , Ty.

  • @RoronoaZoroSensei
    @RoronoaZoroSensei Месяц назад +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  Месяц назад

      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!

  • @Nikkisfloof
    @Nikkisfloof Месяц назад +1

    Absolute legend, thank you.

  • @marcosantos9512
    @marcosantos9512 Месяц назад +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

  • @nam430
    @nam430 Месяц назад +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  Месяц назад +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 Месяц назад +3

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

    • @nam430
      @nam430 Месяц назад

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

  • @bryanmyers9977
    @bryanmyers9977 Месяц назад +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

  • @ob1983
    @ob1983 Месяц назад +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  Месяц назад +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.

  • @kennethstender5400
    @kennethstender5400 Месяц назад +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  Месяц назад +7

      Great question - If my explanation doesn't make sense here, I did cover it a video I did a few days ago: ruclips.net/video/3_ygFjj5JRE/видео.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 Месяц назад +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 Месяц назад

      @@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 Месяц назад +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.

  • @KinGAtash
    @KinGAtash Месяц назад

    Thanks ❤ well explained

  • @kennethstender5400
    @kennethstender5400 Месяц назад +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  Месяц назад +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 26 дней назад

      @@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.

  • @stormcrow3096
    @stormcrow3096 Месяц назад

    Excellent, thank you.

  • @MainOffenderKZ
    @MainOffenderKZ Месяц назад +1

    straight to the point. thx alot.

  • @sociomatt_
    @sociomatt_ Месяц назад +1

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

    • @Strat-Guides
      @Strat-Guides  Месяц назад

      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

  • @yazmeliayzol624
    @yazmeliayzol624 Месяц назад

    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...

  • @mihaimimi3965
    @mihaimimi3965 Месяц назад +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 26 дней назад +1

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

  • @lowfpsman
    @lowfpsman Месяц назад +1

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

  • @ScottiMac0007
    @ScottiMac0007 23 дня назад +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  23 дня назад

      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

  • @antonwulp
    @antonwulp 12 дней назад

    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.

  • @slevinlaine
    @slevinlaine Месяц назад

    Thank you very much!!

  • @xxxxdddddss
    @xxxxdddddss Месяц назад +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  Месяц назад +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.

  • @erickf1919
    @erickf1919 Месяц назад

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

  • @johannesdolch
    @johannesdolch Месяц назад

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

  • @Klaisak
    @Klaisak Месяц назад

    Hello, I have a 2 part question:
    1) you talk about not making too many stalls, but apart from the size of the market place, I cant really choose how many stalls are actually build, no? Like there is no UI (or that I could find) for this exact purpose (apart from building the policy firewood + bread stalls, but thats a separate issue...)
    2) How do I force people into the stalls (as you have in your storehouse + granary)? Again, I dont see any direct UI element for it...
    2,5) What is that good for exactly?
    Thank you in advance for the tips!

  • @6foot7dad
    @6foot7dad Месяц назад +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  Месяц назад +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 Месяц назад +2

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

  • @playalot8513
    @playalot8513 Месяц назад

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

  • @1969PrOphet
    @1969PrOphet Месяц назад +1

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

    • @Strat-Guides
      @Strat-Guides  Месяц назад +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 Месяц назад +1

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

  • @Leann-n
    @Leann-n Месяц назад

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

  • @Effect_____
    @Effect_____ 22 дня назад

    Very helpful!

  • @pallidknight8600
    @pallidknight8600 Месяц назад +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  Месяц назад +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 Месяц назад +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  Месяц назад +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

  • @mikeb3553
    @mikeb3553 Месяц назад

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

  • @kodstergames
    @kodstergames Месяц назад +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  Месяц назад +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 Месяц назад

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

    • @patrickdecosta6508
      @patrickdecosta6508 Месяц назад +1

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

    • @Strat-Guides
      @Strat-Guides  Месяц назад

      @@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.

  • @KingofDiamonds117
    @KingofDiamonds117 Месяц назад +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...

  • @genghistron7035
    @genghistron7035 17 дней назад +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  17 дней назад

      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!

  • @josecipriano3048
    @josecipriano3048 19 дней назад

    This video helped me a lot, the market is insane. However, I think the most useful topic was not covered: workers opening stalls. The efficiency of most buildings sharply falls when they have to keep a stall. The problem is that they have to sell what their houses produce, rather than granary workers. I'm yet to confirm it, but after I switched people around to have my woodcutters/miners/traders etc, living in house that don't make foodstuffs, my buildings are producing fine again and the workers are not opening stalls (to leave them empty forever) anymore.

  • @martinez206045
    @martinez206045 23 дня назад

    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?

  • @TechbotALPHA
    @TechbotALPHA 28 дней назад

    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 ^^;

  • @RhmnLego
    @RhmnLego 25 дней назад

    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 RUclips 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

  • @rileyxbell
    @rileyxbell Месяц назад +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.

  • @Burak_Bayir
    @Burak_Bayir Месяц назад

    So useful video, thank you for that but I have a question or two.
    How can I have store and granary workers running stalls? Isn't it so random to control?

  • @theorixlux2605
    @theorixlux2605 Месяц назад

    I was playing through a hardest difficulty challenge (maxed all the sliders). I am having issues dealing with AI abandoning market stalls early game (due to my juggling families around a few necessary jobs) and no one reopening any stalls in time before approval irreversibly tanks (its like a six month window)
    i have the right jobs assigned, i build extra market spaces in desperation, i restart the game. No dice.
    Have you noticed any ways to force/encourage a stall to open or any trends with the AI? Does a family with only two people open stall less frequently than a full family? Does the approval affect market opening rates? None of my testing has been especially enlightening so far.

  • @jerrybuck9236
    @jerrybuck9236 Месяц назад +1

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

  • @pavelperina7629
    @pavelperina7629 Месяц назад

    Hi. Is it good layout? Part of the mechanics which is confusing to me is that my initial understanding of storage workers was transporting goods by a cart using pull-mechanics from production sites, then I realized it's supply of market either as well or as their primary goal. Now I'm confused. If houses have significant production from garden, isn't it actually better to move granary and market close to houses? But in case of granary I'm not sure, one winter my houses had 360 apples, which was enough to support 300 people (100 families) for about 3 months, but whole village was getting only some eggs, vegetables and meat when I upgraded many buildings to L3.
    Another thing I do not understand is if oxen behave as storage workers with carts.

  • @lil-al
    @lil-al 29 дней назад +3

    Even with this set up, with the storehouse and granary full of workers with stalls, I still find that the market stalls do not replenish quickly enough. Market is bugged.

    • @Strat-Guides
      @Strat-Guides  29 дней назад +1

      You might want to try deleting your market completely and rebuild it. Sometimes it actually is bugged but rebuilding will clear it. Make sure you put a few extra people in the warehouse and granary so you can get the goods off the floor quickly.

    • @lil-al
      @lil-al 26 дней назад

      @@Strat-Guides But that is what I do - the buildings are fully staffed and it is still difficult.

  • @andreijeltyi7453
    @andreijeltyi7453 Месяц назад

    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%.

  • @blablubb4553
    @blablubb4553 Месяц назад

    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.

  • @krispurcell3375
    @krispurcell3375 25 дней назад +1

    Is there a way to prevent, for instance, your woodcutter from making a stall (aside from micro managing him)? Great vid btw - as always

    • @Strat-Guides
      @Strat-Guides  25 дней назад

      Not that I can tell, other than reducing the size of the markets you make and making sure you transfer them to the warehouse from the woodcutter. I usually try to keep my market size as small as possible to avoid all these randoms from starting stall lol I had the people at the corpse pits starting stall even!

    • @krispurcell3375
      @krispurcell3375 25 дней назад

      @@Strat-Guides Wow, medieval black market right there! 🤣

  • @tbhgodrick6120
    @tbhgodrick6120 Месяц назад +1

    This has been driving me mad. Thank you!