The value of fiefs typically fall within the range of about 300,000 in the case of lower end castles to 5,000,000 in the case of high end towns. There are a variety of factors that affect the value of a fief, but you can get a rough approximation of their value with the following equations:
Ideally a mod just provides the daily peak concurrent user number for the forums so that we can directly compare it to the peak concurrent players without having to hope the peaks line up. Or better yet, Taleworlds releases the DAU and MAU numbers so that we can finally put the silly idea that only 20k people still play the game to rest. By the way, I wasn't including the guests in the count because there's no way for us to know if they're lurkers or non-logged in members, and the whole discussion started over whether or not the forum is a good representative of the greater playerbase, of which you need to be a member to contribute (not that all of them even contribute). I'm betting the peak members don't crack 100 on most days.
Mhmm, that's what I figured he meant, and I understand the difference. But that is actually the reason why I ask, because if that's the case, then he's using two different metrics in his comparison: Daily Active Users from the forums vs. average Concurrent Users playing BL, or put another way, he's comparing all of the unique users that visit the forums in a whole day to the average number of players playing Bannerlord at a single point in time.
By this do you mean the average total users per day on the forum for the month of April? Meaning, each day 6,500 unique members logged into the forums total, as opposed to 6,500 users logged into the forums at any given moment in time.
Lol I guess I'm the one who misunderstood. I honestly forgot about that perk and the first trade perk fit the description well enough. I would agree with Swally in that case then, reworking the charm perks is probably pending other changes that are meant to interact with them. In the code, the charm perk tree still uses an old method that has since been replaced by a new method that all of the reworked perk trees use. The only other perk tree that still uses the old method is smithing, and we know from something SadShogun said that they were holding off on reworking the smithing perks until after the changes to the crafting system were implemented. I would guess it's a similar situation with charm.
Yeah I'm hoping they improve on that front too.
? I appreciate the optimism though, lol.
No, no, I mean it only affects wages, not any other costs. Since wages are fixed at 10g per day for a single workshop, this perk only saves 2g per day per workshop, period. There's nothing else to it. If a player has 4 workshops, this will amount to exactly 8g in savings per day.
I don't play EU4, but can't you just rollback to a patch prior to a specific DLC release?
Got it. Yeah I was just curious, since I knew you've created mods related to production, but wasn't aware of any mechanism that would cause workshop produced equipment to get consumed so quickly in vanilla. Even an armor that costs 10k would still only have about a 1 in 300 chance to be consumed per day, which is fairly low. There may have been an issue with an old patch that caused the game to delete some items though.
Yep, minor clans do get a modest subsidy, regardless of whether or not they've been hired. They'll get around 300-500 gold per day for free as seen in the red box below. That'll roughly cover a single parties wages, so it's definitely not something they're going to get rich from. I'm not sure what's causing some mercenary clans to get obscenely wealthy, and I haven't noticed it happening in any of my own tests, so I can only really speculate. I would guess they're either getting a very high mercencary award multiplier (i.e. the amount of gold earned per influence), or they're earning an excessive amount of influence somehow (or both). It's something probably worth looking into though.
Can I ask what makes you say that? From my understanding, it's the complete opposite; it's highly unlikely for a town to consume high tier items after they've been produced. Like for instance, there's a less than 1 in 3000 chance that a 100k armor would get consumed by a 5000 prosperity town on any given day. I'm basing that on the MakeConsumption method.
Are you basing that on observation? Because I don't believe prosperity actually factors in at all. If you're noticing high prosperity towns pumping out siege engines at a high rate, it's probably due to them typically having larger garrisons + militias, as well as multiple levels of the building Siege Workshops. Each level of Siege Workshops adds +30% to the construction speed of siege engines, so level 3 boosts the speed by a full 90%.