There are massive economic problems in this game as of 1.4.1.x
On that note.
There is something to buy... peace.
My last play ended after 25+ hours of recording it when I had owned a town and a castle or two. Constant war declarations amounted to extortion and peace was costing 250 to 400k each time, with multiple wars. Eventually it was obvious that I'd run out of money with no way to defend against these 1000 man armies that kept coming. Largest army I could form with my companion armies and me was about 600 and we would get slaughtered. I'm sure some of you are better players and all that, but the 1 million denars I started a kingdom with wasn't going to be enough for me to get enough fiefs where the income from those fiefs would allow me to continue growing. I should have hit Tier 5 first, one more companion party would have given me an army of 700 and a chance. I also had no vassals and no hired mercs, since they wanted 1 million denars to join me. There's something else you can buy and these are big late game denar sinks.
A workshop making 400/day isn't game breaking at this level, it might be a little much early game. You cannot amputate a patient until it survives. If anything other workshops should be on the same level as the tannery, but that makes it where it's pretty lame if all of them produce the same income no matter what the player does, which is now largely the case.
It would be a lot more interesting if you had more involvement in what income the workshop produced, but at this stage of game development I doubt that's an option.
Your comments are welcome, here or there. I did not play Warband, so keep that in mind. There's a lot I don't know.
workshop wise, there were Enterprises in WB, not the same thing at all because there was only a single enterprise that generated decent income which was velvet, and we'd spam those in all towns (no limits for enterprises, and only a single one per town). Enterprises could not be lost, if at war against a nation where you owned one it would give no profits (get sequestrated) until the war was over. All payment cycles in WB were weekly (giving a "feel" of being less income, but in actuality it really wasn't, it was just "slower" given that everything was weekly). So you don't miss much by not knowing WB. Here they are presenting us with a new "proposal", and this one seems good, if it has layers to it, on this blunt state it just sucks to own a workshop, "fire and forget" much like WB, but the income is negligible, making it useless by early-game because in WB we would use enterprises to hold our feet before owning a fief, here it isn't quite the same, in fact in 1.4.1 it's just smoke, you invest 15k to make some small daily buck that doesn't cover a simple party that allows you to be relevant, that's basically the main issue. Now we've got Caravans, but if you invest into one and lose it before it pays for itself, it's a massive loss for early game. It can still be exploitable though, which reminds me
Uhmmm what? Exactly what have changed about income in 1.4.1?
The game is exactly the same for me. As easy as before.
This post clearly shows how OP passive income is in bannerlord. After having tons of workshops in Warband, one town and running without army (he is paying pretty low wages), he is getting 10K weekly. Meanwhile, in Bannerlord you can easily get 5K daily passively as long as you have a tier 4-5 clan. Seriously, you are blind people and It does not make sense to continue arguing about this with you. But yes, lets ask for more passive income and for making the game even easier.