Can we please get a button somewhere that forces a house to pick up food in diverse classes? Exclude the house from labour for x time or have it cost gold, I dont care. Its really annoying when a certain house does not go up for eons.
Looks like this is something that happens if you have way too many houses per market
Then the game should tell us this.
Does it also need to tell you you won’t have enough military for the next raid, or that your Furniture production is insufficient for the amount of houses you have? Or is that something you’re supposed to figure out on your own?
Then the game tells you you have too many houses per market, by the fact that they aren’t getting reliably supplied, isn’t it?
The game could have a percentage bar somewhere, with an estimate on how high the chance is you stop a raid at current levels. Sure. Now you have to read an Excel made by a user to know this. If you get an elite raid with max catapults, high armour and elite horses, you have the exception, but a general estimate, sure.
A market could have an efficiency indicator.
Don’t the markets have people who stock houses? More grocers, more diversity?
Can you have too many houses per market? Each market has a defined radius which limits how many houses are supported by each market.
When houses are upgraded more different materials are required and populations will increase, but it will still be the same number of houses.
You have 4 workers whose job is to stock your houses with food, necessities, and luxuries. If they can’t keep up with that job (forcing villagers to stock their own houses), then 99% of the time the problem is that there are too many houses for them to stock.
Yes, I understand that. The way you worded it made it seem like the number of houses per market could be exceeded, when it is a fixed number. Thank you for your clarification.
The game could tell me I have a 100% chance to stop the next raid but I’ll still lose anyway because I decided to yolo my army into enemy fire (extreme example of course), so I don’t see how this would help.
While it would be nice for the people who live in the homes to do more stocking (they do some already, but rarely anything more than water from my experience), players are already complaining that their villagers tend to idle too much, so this would only exacerbate the loss in productivity, and probably clog up the already-quite-complex building UI
I think markets should be seen as any other production building. Need more planks? Build more saw pits. Need more efficient house stocking? Build more markets.
Again, I don’t see the usefulness of this. Not everything has to be spelled out directly to you. If your houses aren’t getting stocked, cough up the materials for an extra market. voila
I said an “estimate”, its not perfect. That’s not the intent. But new players, could really benefit from a base indicator if they have the basic points to fend of an average attack based on their current pop.
Complete disagree, the game should have indicators what is amiss.
Given that raids vary in size and type of enemies, how would you expect the game to calculate this estimate? I’m asking because this estimate would either
- spoil the intensity of the upcoming raid or
- only account for the average raid intensity, leading to high inaccuracies which either lead to you over-gearing for an easy raid of under-gearing for a difficult raid.
In either case, if I see text saying “you have a x% chance of defeating the incoming raid” I would be left with more questions than answers, such as “does this estimate account for my hunters force? or my garrisoned villagers in the town center?” etc etc.
Ok. I admit that I am relatively new to this game. But the number of people assigned to a market having to deliver one item at a time to EVERY house in the radius makes no sense. When I saw my residents “shelter stocking” I assumed they were all SUPPOSED to be doing that! In normal life, people go to the market to buy what they need, and they can pick up multiple items. Why have a market that nobody actually goes to ?
I have built storage close to my market so that the grocers can easily fill the market with all the things to sell, and still been frustrated that so many slots in the market were empty when my storages were full of that item. But if the grocers distribute to the houses themselves, then why do they bother stocking the market at all? Why not take from storage and go straight to houses ? What is the point of moving stuff twice ?
I opened my game and watched a couple of grocers " shelter stocking". Both went to the well first. So grocers have to go draw water for every house and deliver that too ? they don’t store water at the market for distribution? Why do the residents complain about being far from a well if they rely on the grocer to bring it to them ?
And how are only two at a time supposed to reach all the homes in their radius ? If one is stocking the market, and one is washing laundry or going to pray at the temple, only two are doing all the work ? If so, then they need bigger carts like the ox wagons that move wood and stone and ore with space to carry multiple items instead of going back and forth from the market to the same house 3 times in a row !
And sorry to the game Devs for the rant. I know we are supposed to be short and sweet on our posts. But the logistics of this distribution system are just highly inefficient.

