Yesterday I didn't play much; nice wheather, nice football game, nice husband........
First pictureYou can see my strategy, to keep the people happy in the industrial area, where many buildings have a big black circle.
There is one area with many overlapping black circles, where no one will live. The houses for the workers are just outside the circles. It's alright, if a black circle touches the backside of a house. Maybe the distance from work is too far with this strategy. Maybe they spend more time walking between house and workplace, than they would have spent idling with 2 stars less. I don't know. I might build the same production buildings somewhere else on the map later and locate homes as close as possible to compare.
The large blast furnace has a huge black circle. I don't think, it's a good idea to locate the houses of the workers outside it. It would be too far. Instead I've built it a bit separate from the other black buildings. You can compensate the bad influence of one black circle with "good" buildings, maybe even two but I don't think more. As far as I have seen, the effect of the "good" buildings only work once for each category. Maybe there are some exceptions, I haven't discovered, yet. I will look a bit more into it during this game. Anyway, the houses inside this big black circle aren't influenced by any other "bad" building but from all "good", so everyone is happy, also in the close Bryggen house.
One question
@Discrepancy; the Industry Market contains a lot of different goods, among others tools and clothing. Why these consumers products as well? You know, that vendors don't steal from eachother and if you locate these markets close to your production sites, in order to have a good supply of raw materials (what make sense), I'm pretty sure, that most tools and clothes produced in the neighborhood, would land here. Vendors from other part of the settlement can't get them and there will be a bad distribution of tools and clothing to other areas. So my request is, to take tools and clothings away from the Industrial Store.
Another request to you
@Discrepancy, is to set the default number of vendors in all markets (and also all production sites) to 1. From my first vanilla games, I've always found it annoying that vendors, traders, foresters, gatherers, miners..... disappears from some sites as soon as a new building is done, just because the default number is larger than 1. Maybe you didn't even want to start production in the new site at once. Some modders like Red and Tom has changed this. The default number is always 1 in all of their buildings and it's much more pleasant to play that way.
Second pictureEven if my ambition was to write shorter blogs, I also have a complain/question/request/suggestion (?)

to
@Tom Sawyer. I have mentioned it before, but we haven't really discussed it. I don't like the balance of textiles/clothing and meat. Especially with uneducated workers. My ambition is to have enough pastures to be able to make warm clothes for my population. Maybe it's not necessary on "mild" but I think it pays off on "harsh", so I find, it should be possible. Together with a hunter out in the woods, these pastures aren't enough to make warm coats for everyone. There's enough textiles to make enough clothes, but I need to make some simple wool coats as well. And the place swims in meat. I have seen this in all my latest games. It will improve a bit when everyone get educted but still; if you want to have enough textiles for warm coats, there will be a lot more meat, than you need.
I know
@Tom Sawyer, that you have well calculated numbers and some thoughts about them. In this case what are your thoughts? I think it might be a good idea to set the amount of meat (especially beef) down and increase the amount of leather or maybe better; reduce the input by the tailor.