Author Topic: Cash..  (Read 1591 times)

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xdj1nn

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Re: Cash..
« Reply #30 on: May 31, 2012, 03:37:24 PM »
I don't see why, really, you can easily win 1 or 2 tournaments and open up shop in the towns you've won, roam a bit, then some other tournament quest pops, and keep doing this indefinately until you have enough fix income, you can also buy some Acres and let that make your extra income for long term shots. Once you get a village with your businesses running, there's no way for you to lose money, your income will be pretty steady actually...

On a second option, you can always use tweak mb to change the amount of output from your enterprises, generating more gold, and, if you wish, to raise the amount of income from fiefs too... I don't see why you would need the tournaments, specifically, to be changed...
http://forums.taleworlds.com/index.php/topic,228209.0.html -- Take a look, leave your thoughts (Brytenwalda only)

krisslanza

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Re: Cash..
« Reply #31 on: May 31, 2012, 04:35:54 PM »
I don't see why, really, you can easily win 1 or 2 tournaments and open up shop in the towns you've won, roam a bit, then some other tournament quest pops, and keep doing this indefinately until you have enough fix income, you can also buy some Acres and let that make your extra income for long term shots. Once you get a village with your businesses running, there's no way for you to lose money, your income will be pretty steady actually...

On a second option, you can always use tweak mb to change the amount of output from your enterprises, generating more gold, and, if you wish, to raise the amount of income from fiefs too... I don't see why you would need the tournaments, specifically, to be changed...

I think because tournaments are far, far easier to get money in. Enterprises and acres are fairly long-term investments, a tournament is a quick, fairly frequent source of easy money. Fiefs are different from player to player - not everyone gets them early on, or even in the mid-game. I myself never have a fief until I start conquering land myself, and that usually isn't for a good 200+ or 300+ days sometimes.

Windyplains

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Re: Cash..
« Reply #32 on: May 31, 2012, 04:50:08 PM »
I look at it this way.  There are several methods of acquiring reliable sources of income in the early game through play that doesn't not include owning a fief or land.

Being a raiding bandit.  Village raiding is quite profitable, especially with the improved trade goods mod in, but it comes at a price of relation.  Caravans are also a quick mark if you want to live the pirate life-style.

Being a mercenary.  In 2.53 being a mercenary is about as safe an income as it gets, however, it will not make you rich.  At best it'll line your pockets with a little bit of extra cash for upgrading troops and buying food.

Enlisting in an army.  Safe, reliable and a fairly easy approach to the early game.  You get paid and can make some money off of battlefield drops while earning experience in larger scale fights than what you'd likely be able to face early in the game.

Trading.  Yes, it is definitely not as profitable as it once was, but it can be done.  Watch Tivec's Let's Play, episode 2?, and you'll see him earn several thousand denars trading in under one hour in Floris 2.5.  Trading has only improved since then.

Slave Trading.  Done with an army of troops using blunt weapons this can yield fairly substantial gains in cash.

I suggest the above methods simply to point out that there are other ways to make cash vs. using tournaments.  Tournament betting actually yields more potential profit in 2.53 than it did in 2.52.  It just isn't as easy to take a middle range difficulty option and get a high return as it was in 2.52.  That is what was meant in my dev blog about smoothing out the process a bit.  I only factored how hard it was to acquire X points among Y enemies, but didn't take into account how much tougher those enemies would be in a higher difficulty setting.  This is part of why the 2.53 changes were done.

The other more important aspect is that nothing in the game currently rewards better quality items so instead of having numerous cash sources tournaments seemed like a good aspect of the game to divert to this end.

ladymarion

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Re: Cash..
« Reply #33 on: May 31, 2012, 06:24:59 PM »
The money you can make with buying land can be ridiculously high later in the game.

I'm around day 350 and from five cities with +100 acres each I get about 15-25k gold every week. My garrisons in towns have 1.5-2k soldiers each, those in castles about 1k. Mostly Tier 3/4/5 troops.

I think the amount you get is pretty high because I really don't have to worry about the maintanance costs anymore.
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Bankoleva

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Re: Cash..
« Reply #34 on: May 31, 2012, 09:24:33 PM »
Hey guys just chiming in to give my 2 cents of understanding here. What i've realized with the floris mod is that its a patient and timely mod. Comparative to most of the other mods i've played, there's usually 1 or 2 ways to get money and experience rather quickly to fast track your way to King status within 100 days or so. However with Floris while there are various ways to make money it's all a grind, investment and timely.... Quite honestly REALISTIC!!! your not going to find that magic way to make 5000 denars in 1 days work. And if you do let us know so floris team can streamline it out  :roll:.

Seriously though... I understand and get it. You want to get to the kingdom building stage of the game or atleast to the point where you can take on a faction army. Most of us wisely don't try this until our main character and companions are well equiped and advanced enough to hold their own. Sadly it takes time in Floris and rightfully so. Face lady's and Gents your options in floris is to honetly Grind or Cheat your way through. Honestly though... do what makes you happy. If you want to play the Kingdom stage of the game then just cheat up your team to your comfort zone and play honestly from that point. I won't lie i've done it plenty of times.... especially when a new uncompatible save patch to a mod shows up.

Windyplains

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Re: Cash..
« Reply #35 on: May 31, 2012, 09:37:23 PM »
And if you do let us know so floris team can streamline it out  :roll:.
To be fair, we generally already know the same methods folks post about to gain money quick.  It depends on what we decide to do about it and when we get around it that things get changed.  You are correct that Floris doesn't go out of its way to rush you past the early game as that would be skipping a part of the game that many do enjoy and would take us further away from native play.

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I won't lie i've done it plenty of times.... especially when a new uncompatible save patch to a mod shows up.
Yep.  Folks should also keep in mind that Floris is an open source mod for a reason.  We absolutely encourage folks to make tweaks they want as their "finishing touches" for what makes the game fun for them.  The default mod is shaped to represent what is fun for us.

Glycerius

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Re: Cash..
« Reply #36 on: June 02, 2012, 07:56:56 PM »
Study prices in the shop or marketplace, and trade on that basis. Looting means recruiting become hard.

Hsuan

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Re: Cash..
« Reply #37 on: June 03, 2012, 05:58:03 AM »
capture a city for your country and ask it to be rewarded to you
and trade it to a city with HIGH TRADE TRAFFIC with another lord that owns the target city (ask the guild master) as tariff gives u more $$ than rents

i have veluca and uxkhal as rhodok, it gives me like 20K per week

Mordaunt

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Re: Cash..
« Reply #38 on: June 04, 2012, 02:16:19 PM »
I found an exploit/bug: I was in Suno selling some Fine Spice I picked up in Tulga. Every time I sold it and exited the Goods screen I could re-enter it and buy it back for ~100gc less than I sold it for. Using this method I was able to generate several thousand in about 15 minutes of clicking. Felt a bit dirty though so I reloaded an old save.

winrehs007

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Re: Cash..
« Reply #39 on: June 04, 2012, 03:35:50 PM »
I found an exploit/bug: I was in Suno selling some Fine Spice I picked up in Tulga. Every time I sold it and exited the Goods screen I could re-enter it and buy it back for ~100gc less than I sold it for. Using this method I was able to generate several thousand in about 15 minutes of clicking. Felt a bit dirty though so I reloaded an old save.

A bug maybe? I tried it to see if it's a MAJOR GLITCH, never happened in my game.
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Windyplains

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Re: Cash..
« Reply #40 on: June 04, 2012, 04:35:20 PM »
I found an exploit/bug: I was in Suno selling some Fine Spice I picked up in Tulga. Every time I sold it and exited the Goods screen I could re-enter it and buy it back for ~100gc less than I sold it for. Using this method I was able to generate several thousand in about 15 minutes of clicking. Felt a bit dirty though so I reloaded an old save.
It is a side effect of the changes to "price drifting" in 2.52.  When warband 1.143 was released the developers altered the code that set item prices so that as you sold items of the same type to a merchant their price reduced and likewise the price increased as you bought more.  This has always been around, but an additional penalty of (cost-100)/8 was added making it so that valuable items changed quite a bit.  We lowered than to (cost-100)/25 to reduce the price drifting a bit to see if that would help with trading.  Since we can't really prevent the exploit and keep the beneficial change we opted to live with it.

winrehs007

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Re: Cash..
« Reply #41 on: June 04, 2012, 04:54:17 PM »
I found an exploit/bug: I was in Suno selling some Fine Spice I picked up in Tulga. Every time I sold it and exited the Goods screen I could re-enter it and buy it back for ~100gc less than I sold it for. Using this method I was able to generate several thousand in about 15 minutes of clicking. Felt a bit dirty though so I reloaded an old save.
It is a side effect of the changes to "price drifting" in 2.52.  When warband 1.143 was released the developers altered the code that set item prices so that as you sold items of the same type to a merchant their price reduced and likewise the price increased as you bought more.  This has always been around, but an additional penalty of (cost-100)/8 was added making it so that valuable items changed quite a bit.  We lowered than to (cost-100)/25 to reduce the price drifting a bit to see if that would help with trading.  Since we can't really prevent the exploit and keep the beneficial change we opted to live with it.

Odd, this doesn't occurred in my game.
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Bankoleva

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Re: Cash..
« Reply #42 on: June 04, 2012, 05:50:05 PM »
Not surprised at this. It's artificially inflating/deflating supply and demand.

Anyway found 3 other ways for some money. I've playing an independent bandit so be mindful some of these might be slightly diffent as a mercenary or vassal.

Castle plundering/raiding the Diplomacy mod lets you plunder a castle upon capture. You lose honor but so far i've been getting 4000 - 7000 denars each castle. I actually got up to 11000 one time which got my attention rather quickly. Currently you cannot do this as a mercenary which i hope the Modders change and the benefits far outweigh the pitiful -1 honor youfor doing it. Also as an independant this will spawn your own kingdom (which is quite annoying as i'm just trying to raid castle the way i would a village not own them and go throw the kingdom phase).

 land owners Tip The feature is tied into the prosperity of the town the land is for. Which means as the towns prosperity lowers so does the price of acres. In early games its best to look at the towns that are constantly switching hands, being sieged, or at the frontlines of war. Dhirim in my game for example went from acre price of 1200 to currently about 570. These will of course regain value during peace time and with trade aggreements that push prosperity up.

Ransoming In early game, if you you capture a lord take him prisoner. Based on his wealth you'll get a ransom offer in the 1'000's and pretty much no negative for doing so. When it comes to kings of course the amount is even more enticing. I will admit i tweaked the ransom offer timing and chance to be what i think is more realistic, but the values and the tip holds sound.

winrehs007

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Re: Cash..
« Reply #43 on: June 04, 2012, 11:29:03 PM »
BTW, is it advisable to have more than 1 enterprise/industry in 1 city?
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Dudley

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Re: Cash..
« Reply #44 on: June 05, 2012, 06:21:38 PM »
BTW, is it advisable to have more than 1 enterprise/industry in 1 city?

It's not possible outside of owning land and running a single business in the same city.