Manor Lords: Efficient Market Strategies That Can Help

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  • เผยแพร่เมื่อ 12 ม.ค. 2025

ความคิดเห็น • 66

  • @troyb9985
    @troyb9985 7 หลายเดือนก่อน +28

    There should be a way to select how many stalls and what kind you want to open in the market place tab. As default, store and granary workers should be the only one who can open stalls. And if you want, you can select a specific trade to open their own. This would simplify things imo.

    • @DarkxGaming352
      @DarkxGaming352 7 หลายเดือนก่อน +5

      I couldnt agree more. Markets are one of the most annoying things about game. i spend around 20 hours testing and making a video to cover a way to select and drop market stall exactly where you want them. With out the need to play wack-a-mole.

    • @DannyKezar
      @DannyKezar 7 หลายเดือนก่อน

      I agree 1000%. I really hope they add in more ways to customize and manage the Markets. I understand their priority right now is to get markets and economy system working correctly and logically altogether. I do see many MANY possibilities in the future. Also, the modding community will play a huge part in creating additional assets, the devs just need to focus on the function and basic tools/features themselves.

    • @Mas_zeppelin
      @Mas_zeppelin 7 หลายเดือนก่อน +1

      Relax it with the logic and correct solutions or you'll be reported

  • @Glizzy9284
    @Glizzy9284 7 หลายเดือนก่อน +5

    I've been doing this for a while now. I'm glad someone has actually made a video about this to help people out. I've seen so many youtubers just spamming markets and providing false info based on guesses. Great video mate.👍

  • @DerVMANN
    @DerVMANN 7 หลายเดือนก่อน +13

    You. Can. Move. Single. Stalls???? 😮😮😮🤯🤯🤯🤯
    Thanks for blowing my mind!! ❤

  • @ashlandky62
    @ashlandky62 7 หลายเดือนก่อน +3

    A double-edged sword! Trying to play the game and watching Tacticat and Straat videos. Keep 'em coming!

  • @MagnesiumSulfate
    @MagnesiumSulfate 7 หลายเดือนก่อน +9

    I have found it is best to have the storage families run the fuel stalls and the clothing by the production buildings. This is because clothing only has to be stocked once, while fuel is constantly filled.

    • @KG-1
      @KG-1 7 หลายเดือนก่อน +1

      Agree.
      I'm coming around to letting hunting camp and berries run a stall right next to each: saves the granary guys a trip on the work for the meat and berries, turn off the pickup from granary. Hides still get picked up.
      Should think this frees up the granary guys up to make all the egg and veggie trips.
      I'd be wrong if the meat/berry people leave station to collect everything else though - that SHOULD be adjustable - what am I stocking - like with a granary.
      Might end up building granaries right at meat, berry sources.
      Haven't figured out how to prevent most of the linen going for clothes and not to the tailor for gambesons.

    • @HerrLindstrom
      @HerrLindstrom 7 หลายเดือนก่อน +1

      ​​@@KG-1Damn that makes a lot of sense actually and pretty immersive. I drive by local farms a lot and everybody has fresh picked berrys and produce they sell from a stall in their driveway. I might try this on the next area I'm trying to settle and see how this goes 🙂

    • @BiglerSakura
      @BiglerSakura 5 หลายเดือนก่อน

      @@KG-1 It's a very good idea... Would be, if it worked like in real life. Farmers, pickers, artisans, bakers etc. directly sell what they produce. However, in this game they start selling everything but their own product :) Well, they may be quite efficient at filling their stall with full variety of everything produced in the town. They are even better at that, than grocery/warehouse workers.

  • @dsmeira
    @dsmeira 7 หลายเดือนก่อน +2

    I noticed the Cobbler may take over a clothing stall, which is pretty useful since after a short period producing shoes I tend to pause them anyway so its basically a wasted family; they'll grab other types of clothes as well.

  • @TacticatGaming
    @TacticatGaming  7 หลายเดือนก่อน +5

    docs.google.com/spreadsheets/d/1etAVLGQdDtiutAvZSgch-4_UbBDLgYy9_YEsEgImfTA/edit#gid=0

  • @MagnesiumSulfate
    @MagnesiumSulfate 7 หลายเดือนก่อน +2

    One other thing to keep in mind is that while a plot is upgrading it does not count toward the plot total which causes some temporary shortfalls. If you upgrade many at a time this can be a real issue.

  • @bvyner5727
    @bvyner5727 7 หลายเดือนก่อน +2

    BEATUTFUL! I cant stand that everyone wants to open a stall, then sell nothing

  • @nicedeer1
    @nicedeer1 7 หลายเดือนก่อน +1

    Great guide, especially the idea how to solve the issue with the stall type you need at the "main" market.
    The only thing that can be added is the fact that market can and will stop counting new houses/plots at some point and the only viable fix that worked for me was to destroy the entire market and rebuild it again. If you never build another plot, everything should be fine indefinitely. All those advises that can be seen on TH-cam, Steam etc. about the working place of stall owners might be true, but generally speaking, that's not the main reason why stalls do not get supplied - it is the fact that marketplace thinks that there are less plots than the real number of them.

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +1

      That’s a good point on plots - I destroy my markets slot - this guide was meant to be applied to your final build

  • @qd5683
    @qd5683 7 หลายเดือนก่อน +1

    This is the knowledge I needed. Thank you.

  • @bradleyroth2125
    @bradleyroth2125 7 หลายเดือนก่อน +1

    I've always thought more was better. I've been building 1 large market block near my granaries and storage houses to the tune of 90 to 100 market stall size. Then once a year I go and delete empty stalls. This guide is very interesting for me, never thought that few stalls could work! Lol

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      I’m sure with time the patches will change - the be honest I think a whole market rework will come

    • @bradleyroth2125
      @bradleyroth2125 7 หลายเดือนก่อน +2

      @@TacticatGaming yah the market mechanics in general seem a bit wonky. Same with how broken the trading can feel. I think once pigs get introduced I'd like to see excess food mechanic where you make the pigs eat food before it rots. Idk why but a spoilage mechanic seems like a needed, fun and fair curve ball to throw in.

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      @@bradleyroth2125 that would be awesome

  • @Sparticulous
    @Sparticulous 7 หลายเดือนก่อน +2

    Yeah. I learned from strat where my mind was blown to limit the amount of marketplace slots.

  • @SilverSixpence888
    @SilverSixpence888 7 หลายเดือนก่อน +3

    I am still plagued by ghost market stalls. I make a market place with the number of stalls I want, and then make another to take stalls from. I move stalls from the second to the first to fill up the first, then destroy the second. But ghosts still pop up in the first. What am I doing wrong?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      That’s odd - are you playing beta patch?

    • @SilverSixpence888
      @SilverSixpence888 7 หลายเดือนก่อน

      @@TacticatGaming Yes.

    • @qd5683
      @qd5683 7 หลายเดือนก่อน +1

      Same issue - on latest patch.

  • @AY-lz3yl
    @AY-lz3yl 7 หลายเดือนก่อน +2

    How do you count your plots exactly? Does it matter if the plots are double homes per plot?
    Also how do you set up your granaries and workers? Do you use multiple granaries or a single one only?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +4

      Easy way is to look at something with 100% and count the max. So if clothing is 100% and you have 55 leather - you have 55 plots. Single snd double plots are 1

    • @MagnesiumSulfate
      @MagnesiumSulfate 7 หลายเดือนก่อน

      The easiest way is to hover over the region name and the Tier 1 and above count is your total.

  • @JohnSmith-vl1ql
    @JohnSmith-vl1ql 7 หลายเดือนก่อน +4

    cool, but when i don’t plan to add more clothing types for example wouldn’t 2 stores be enough, for shoes+leather, i get 100% for 35 plots (should be till 50) with just 2. Same concept for food?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +3

      Yep - just take (types held x plots) divided by 50
      I’d suggest getting all clothing types though because you get a fantastic morale boost

    • @JohnSmith-vl1ql
      @JohnSmith-vl1ql 7 หลายเดือนก่อน +1

      @@TacticatGaming thx for answering and interesting, i didnt know that, how does that work exactly, is it just related to the happiness scale, so i know at 75% you get 2 familes and per month so i didn’t aim for higher and i assume at 100% you get the highest bonus for morale and is that for troops from this region or just when they are fighting in this region?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +2

      @@JohnSmith-vl1ql so families only consume one clothing of each type per family when they move in and then never again. So eventually you don’t even have to produce the clothing only supply it. Makes 0 fucking sense but that’s how it works. So you can get 100% easily and then tax your people even more with the morale boost

  • @mister-x2
    @mister-x2 7 หลายเดือนก่อน +2

    This is great buuut, my storage workers never open clothing stalls, only firewood.
    Edit: I fixed it by having the storehouse workers "inherit" the stalls from the tanner/tailor/cobbler.

  • @Purple0nion
    @Purple0nion 7 หลายเดือนก่อน +3

    I'm running into an issue with one of my towns. All the types of clothing are fully stocked per plot in the market, but 6 of my houses (furthest away) aren't getting basic clothes (leather linen yarn) they are however getting clothing and cloaks but not boots. Any ideas why?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      If you have enough for all plots in the market it should be 100% so that’s odd

    • @Purple0nion
      @Purple0nion 7 หลายเดือนก่อน

      @@TacticatGaming yea feels like a bug... I'll try deleting all my markets and see if that fixes things

    • @Purple0nion
      @Purple0nion 7 หลายเดือนก่อน +1

      Deleting all markets and rebuilding seems to have fixed it. Not sure why it wasn't working before. Thanks for the clarification.

  • @Tgree69
    @Tgree69 7 หลายเดือนก่อน +1

    Nicely done bro. TY!

  • @babaavi4997
    @babaavi4997 7 หลายเดือนก่อน +2

    I have a question, if i have 50 plot lv 3 = 100 houses, are they consume double amount or food or they still consume like 50? If so the number of market i have to build must be bigger right ?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      They consume 1 per family but max stored is based on plots

    • @BiglerSakura
      @BiglerSakura 5 หลายเดือนก่อน

      At level-3 double-house plots the food consumption difference is even quadruple.

  • @_shogun_gaming_
    @_shogun_gaming_ 7 หลายเดือนก่อน +1

    tried this (using beta) and made a new marketplot with 15 plots, transfered the ones i want from the temp market, but it didnt count the markets i moved manually, so it just kept spawning stalls on top of each other :(

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      You gotta do it like I did and let all the plots populate then move in what’s remaining and delete the old

    • @_shogun_gaming_
      @_shogun_gaming_ 7 หลายเดือนก่อน

      @@TacticatGaming watched this many times, but i dont see what im doing wrong, is it because i made the new plot "where i want the permanent" over 10 plots?

  • @thomaslenzmeier183
    @thomaslenzmeier183 7 หลายเดือนก่อน +1

    Two things, I can’t get market coverage to one of my outer burbage plots. Second, my population has stagnated even though I have 100% satisfaction. Any thoughts?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      Are you trying to upgrade the outer homes? I deleted my whole market and re set it up next to the 1 house then put it back to get around that once
      2nd method is to add in tier 1 homes outside of it to increase market capacity and allow goods to hit that house.
      3rd option destroy your market snd reset it

    • @thomaslenzmeier183
      @thomaslenzmeier183 7 หลายเดือนก่อน

      Great tips! What about stagnant population? Short of throwing in more plots, not sure what to do.

  • @onlinegametime
    @onlinegametime 7 หลายเดือนก่อน +1

    Do you have tips for how to have a stable amount of ale to be made. im having a lot of trouble to even get a lv.3 houses.

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +1

      The current beta patch is pretty hard on barley - i'm waiting for the path - currently i'm just importing barley and producing as much as i can

    • @onlinegametime
      @onlinegametime 7 หลายเดือนก่อน

      @@TacticatGaming thanks for the help. That will work since my lands are making a lot of income

  • @tdotfun
    @tdotfun 7 หลายเดือนก่อน +1

    Cheers 🙂 Greatly appreciate the chart and the info!!!!
    (as of today's patch) We've got an understanding of marketplace # stalls, marketplace item distribution rate, but what stall inventory/refill?
    (seriously though, that food bouncing from 98-100, how to keep it 100 and no bouncing? Even when you had double the necessary stalls, it would bounce around. We know the math for # stalls, so why can't they fill it/keep it filled?)
    Stream of consciousness: It can never be 100% all the time, as food is consumed? You need all seven food stalls managed by granary workers (with excess inventory of each item), who aren't veg farmers - maybe a burgage with no extension, who aren't part of the militia, who have the medicine leaves in the granary...? Having the stall workers in logging camps instead - concept of "worthless" workspace - so all they had to do was maintain the stall? Micro management at it's peak - lol 🙂
    "weird" people explanations I've seen/why people are not doing stuff: sick, getting water, praying, injured.
    🙂

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +1

      I’m hoping they change the max stored to family vs plot but keep the % based on plots . Or something as plots + 10

    • @tdotfun
      @tdotfun 7 หลายเดือนก่อน

      @@TacticatGaming Cheers! Just wanted to give a big shout out to how you build the burgages. For me its the technique of getting the "house" as close to veg as possible... had no idea. It doesn't matter it its square/req/triangle plot, with the technique you squeeze as much as possible/super efficient

  • @Glizzy9284
    @Glizzy9284 7 หลายเดือนก่อน +1

    Hey bro, with the total number of food you multiplied it by 7? Do you always need to do that as there is only a need for 4 different types of food needed for a Plot lvl of 3. Or do you just multiply it by 7 because that is the max type of food that could be potentially stored in the game?
    BTW love these types of vids you should do a break down on how tavern works as I know a lot of people have difficulties providing Ale to our alcoholic villagers 😂
    Also do you have a discord server?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +1

      Yep I’m just showing the max amount you would need for all food types

  • @KG-1
    @KG-1 7 หลายเดือนก่อน +1

    TactiCat. Wouldn't you have to base a calculation on food stalls based on families and not plots - to deal with the duplexes?

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน

      It’s all about max amount that can be stored in market stalls which is based on plots

    • @KG-1
      @KG-1 7 หลายเดือนก่อน

      @@TacticatGaming doh. wasn't paying attention - stall cap first based on plots, matched checked against families, its there.

  • @tiberiusx22
    @tiberiusx22 7 หลายเดือนก่อน +2

    markets just need to be fixed imo, no way we should be doing all this micro managing every single game.

  • @scott88008
    @scott88008 7 หลายเดือนก่อน +2

    I wasn't told there would be math!😁

    • @TacticatGaming
      @TacticatGaming  7 หลายเดือนก่อน +1

      I’ll make sure to place warning labels lol

    • @BiglerSakura
      @BiglerSakura 5 หลายเดือนก่อน

      Probably, when math started seriously kicking into economy in the Medieval times, that became the turning point from feudalism to capitalism.

  • @rookiec4
    @rookiec4 7 หลายเดือนก่อน +1

    why are you calculating with 7 food since you need max 4 different type and almost never will produce honey? Best 4 is Berries,Vegies, Apples and Bread. Eggs are not essensial to feed all plots and meat needs too much attention to catch the number imo. So, instead of 7 we can calculate with 5 (because of meat comes random when you want to get leather)
    Same thing with clothes when you need just leather and shoes..
    İf you plan to produce others you can add market place for their stalls..

  • @ssylar
    @ssylar 7 หลายเดือนก่อน +2

    ty