Nice. I was thinking exactly that it was being drained way too fast last time I played. Felt like you lost one ale per family, which I guess makes sense BUT given how much space, time and work it requires to make ale, it didn't feel proper to me.
Its per day?it would be better if people would have a need of 1 drink per weak per person not family....and make the tavern a paid service....directky to treasury
If Arrowhead made this game, they'd just make uograding your burghage plots more annoying and require more resources, then maybe reduce ale consumption by 5%.
I did not know about the advanced granary tab... The fact that i wont have to watch workers transport grain from the farmhouse all the way to town, just to frag it all the way back to the windmill is game changing
Tavern supply is indeed annoying. The setup I've had to use to get it to be supplied even half the time is import barley, two fully staffed malt ovens, two fully upgraded burgage plots converted to breweries with four families living in each, a fully staffed granary dedicated to only storing ale, and one fully staffed tavern, all on the same city block. I hope it gets fixed because it is indeed annoying trying to upgrade buildings and having to hover over and wait for one of the workers to wheel a barrel over.
Im not sure if I’m correct with this, haven’t done the math just checked and it worked for me… I had 2 taverns, on opposite parts of town, with breweries just next to it, with 1 family assigned to each (later 2 families when I grew) working better than one fully stacked. To honest all buildings I tested are working better when there is two of them than one fully stacked…
@@faultline3936 im not sure if I understand but i meant production buildings where you assign families, veggies and orchards are on burgage plots and people just live there… i always make them huge and here i do a house+expansion… i imagine more people will work that backyard field if it’s a double family burgage plot. But saw mills i rather have 2 with 1 assigned than 1 with 2 assigned, farms as well (i increase number of workers only during harvest, but plowing and sawing works better with just 1 family and 1 ox , than 8 families… as even when ox is plowing others do not enter the field)
@@Denek_23 My observation is with working buildings if there are multiple families assigned its not working much faster, but the 2nd family will take care of the transport. So the work is more "even". For artisans I think you are right having 2 house of artisans with 1 family in each is better than having 1 artisan house with 3 families.
You should mention that, although the bug does allow the tavern supply requirement to be met, it still reduces your approval rating due to "Lack of entertainment"
You can literally create infinite meat/leather supply with governing perk and area with huge resources of animals. I made meat, leather, shoes prices go to 1 just because of how much they made
HAve you checked out the experimental patches? They add really awesome stuff. There's a toggle on buildings that prevents buildings from creating market stalls and it has saved me so much grief. Farming is still kinda wonky tho so I still import everything
@@slendian you did well 🤣 But even, with more than 600 people they just burn like dry grass 😭. Probably around 10 per second, my workers didn't have the time to reach the stock.
Its easy just stack 5-10 ale by importing and wait until all requirements are fullfilled and then open the travern, upgrade all burgage plots and close then the tavern by taking all families out of production of the tavern... easy Not time consuming or expensiv Will work in the future Because its the base game mechanic
I use my fields to grow wheat, then eventually export the bread. This pays for my flax and barley imports, whilst allowing me to focus my food income on apple orchards, vegetable patches and berries. I do wonder how my villagers prosper on a vegetarian diet haha
when the first bandit camp spawns save and load after you killed the bandits but right befor you loot the camp, this will cause the game to spawn another bandit camp within less than a minute and it will delay the time where the enemy starts taking regions. this also works when you already exploit spawned one camp, i managed to have 2 or 3 bandit camps apear at the same time making 2 groups of millitia farming all of them. that way I made easy 2k treasure and 1k regional wealth befor my enemy even claimed his first region and without anoying my villagers with taxes. only important thing seems to be that you rush the manor building and get the retinue going as fast as you can so your farmers can stay home and work!
Like imagine that you are in an area where most of the lands are not suitable for agriculture, and you only have a few places for agriculture, and you have a food shortage, so either you plant wheat so that your people do not die of hunger, or you plant barley so that your people do not wake up from the effects of alcohol, and they realize the reality, which is that they are in a early access video Game
I started in a super rich farming land so I just have tons of farmers and bakeries and like a whole district of houses making ale I got enough supply’s to last 2 years
If you have deep mine on a metal resource you end up making enough weapons and armour to sell you won't need to worry about the cost of importing some barley 😂
The game is fun but between the small radius of the market and tavern aswell as the annoying inconsistency of them staying supplied it's slowly becoming a deal breaker. Moving the market stalls around helps but the radius need an extreme buff
The market doesn't have a radius, you could place it on one side of the map and the Burgage slots on the other and they would still be supplied. If you are not getting enough supply it will most likely be down to your granary not having enough people.
@@harvester6635 I feel your pain it's a real balancing act at times. Here is what steam has to say on it " No, the stall will supply the nearest house even if it´s 100 km away with the goods. The thing is that stalls have their goods to equal housing limits, so if the houses eat faster than your warehouses can supply the stalls the houses furthest away will never see any goods. Don´t know if that makes sense, market stalls should always be next to your granary/storehouse. #2 EastDawn [has Manor Lords] 5 May @ 11:00am The problem is not the market stall, but the workers in granary and storehouse, they kind of stop working and only lazing around after 2nd year or 3rd year of your gameplay" I try to build as slowly as possible, with 1-2 houses empty for the new family to move in each month. It's easier to keep track of their demands and see where the issues are. Goodluck 👍
@@harvester6635 This is probably the best post I have seen on the subject. Until you reach the storage limit of a stall - 50 items, you only need 1 instance of that stall. For example, firewood - every home no matter level need 1 per month + 2 per winter months. If you have less than 50 homes you do not need a 2nd firewood stall. This is the easiest example (outside of winter months) as it only 1 type of product (disregarding charcoal but its the same 1-to-1 ratio). Food is different because of the need for diversity. If you have 25 level 1 homes then a single stall can supply (assuming you have enough quantity in the granary) 2 types of food to each home. Now upgrade a single home to level 2 and your market stall requires 51 stock level - which it can't hold, then you need a 2nd food stall and a 2nd worker from the granary peddling that stall. Do the math on each upgrade to determine if/when you have both the quantity available to supply and the market stall capacity to fulfil. Clothing is similar to food in diversity but simpler because of less needy period and less diversity need. So, for max efficiency (which we all seem to think we need/want/desire/must-have) make your market space the minimum size for the required needs of all your different level houses. NEVER allow your tanner/forager/hunter/firewood-maker/etc make a stall. They will fill up the difference between what the granary/storage peddlers are periodically supplying initially meaning those peddlers now take a back seat because the whole market place has, momentarily, sufficient resources. BUT, those producer peddlers will never be able to supply the quantity and will cause the granary/storage peddlers to under-supply. It is a vicious cycle. Don't have any loggy-sticks workers doing vegetable or orchards, best they can be allowed to do outside of their primary role is eggs/hides. This allows them to be focused on logistics rather than gardening. This model of minimization of stall instances and maximization of logistics workload has been the ONLY way I have been able to maintain 100% for all resources for most of the time. It is a challenge especially when you are resource limited. At a certain point, when you are farming plenty or trading plenty then it becomes less of a chore, but the rule of PRODUCERS DO NOT MAKE STALL should be followed + NO MORE STALLS THAN NEEDED.
even at 1000 pop my ale is going crazy that selling them and sending to my other regions is not saving me from seeing my storage get filled with ale. so i dont think making ale is that hard
My main problem was that the ale stayed at the trading post. No tavern worker took it from there. Maybe once every few months. Dunno if that is also a bug.
Transportation and distribution of items is kind of wonky after a certain city size. I'm not sure whats causing it, but I built a building dedicated to ale, malt and barley, had quite good supply of each and the storage workers would just wait around for a better part of the month before doing anything. I think somehow its getting locked down i.e. the tavern worker marks it for transportation, but never actually makes it to your trader so other workers cant access it.
Trading is the way to go but what is with these trade between regions? Its just barely working and i just want to send stuff over without having to give in change
Thats cool and all,but my city is thriving with fields and barley import due to spwnding 2 points on the trade route,additionally I import iron slabs but export helmets,spears,clay tiles from my deep mine and shoes because fuck it more money 😅
Thats kinda cheating. Instead of importing Ale or Making it 100%, importing barley os cheaper and quicker. Make malt with with 1 family and transform 1 house to ale making. 1 family in each will be enough to have enough surplus to satisfy your town and even sell
I see too many people trying to min max this game, it's not that kind of game, and it makes me cringe as a true city builder fan. To me if you can't succeed without using bugs or min maxing. You are bad at the game. If you have a nice looking realistic and organic city, rather than an industrial age circuit board, then you are winning. Go play factorio.
I think I have a bug as well. It seems like if I am Import an item I am receiving money for it. I started out with like $9000. I imported 500 of every food. By the time it was done I had like $30000. I was exporting the same amount of items. Mostly firewood.