construction

  1. LuciusDomitiusAurelianus

    SP - Economy Use Prisoners & Garrison to "fuel" Construction

    Currently, Construction is gated horribly. Gold boosting is very insignificant and most of the higher-levels of construction rely on hard-to-get (for companions) Governor Perks and maintaining very high Loyalty. While Gold Boosting should be doubled if not quadrupled another way to boost...
  2. deuxhero

    SP - General (Bandit) Prisoners=construction.

    The quest Land Owner Needs Manual Laborers says slavery of bandits for manual labor is accepted in Calradia. The player should be able to exploit this themselves. Simply make it so that every prisoner (or just bandit type prisoners) in your dungeon gives a boost to construction speed, either...
  3. CptMuppet

    Resolved "Faster building production" part of Engineering skill works differently than it is described.

    Summary: In Engineereing skill description it is stated that "Faster building production" for the governor is a percentage bonus, but it is not working that way. Instead of giving X% of contruction points, it gives flat X number of construction points. Either this skill effect doesn't work...
  4. CptMuppet

    Resolved Battanian cultural penalty not working properly.

    Summary: Battanian cultural effect - "10% slower build rate for town projects in settlements" - cause incorrect calculations of construction points in settlements. I didn't check the code, but from my in-game observations it seems like the implementation of the method that calculates...
  5. Schlarkenstein

    Resolved 1.5.8 Project incorrect construction calculation - adding more money to reserve makes construction take longer

    I was given a castle and the construction times are all out of whack - Originally this project said 9 days (Which was already incorrect due to having very low construction). I added money to the reserve and the amount of days went up: I added more money and the amount of days to complete went...
  6. Resolved Construction Calculation/Tooltip excludes 'base' & 'workshop'

    As per the title; was definitely present some days ago (before last hotfix?). Tooltip of 'construction' value in settlement management screen does not display and does not appear to include in calculation the 'base' value, or the modifier from a workshop. Prosperity modifier and Reserve...
  7. Bannerman Man

    Resolved [Settlement Building Bug] The tax increase from the Toll Collector building in castles does not work.

    Summary: For castles there is a building called "Toll Collector" that is supposed to boost the settlement's tax income by 10% per level, however it does not provide any boost at any level. The does building appear to be properly initialized in the DefaultBuildingTypes class (except it is...
  8. Bannerman Man

    Resolved [Critical(?) Bug 1.4.1] Orchards vanish from towns upon updating saves from 1.4.0 to 1.4.1

    Summary: Orchards are a new project introduced in version 1.4.0. They can only be built if you started your game after patching to 1.4.0. However, if you patch a new 1.4.0 game save to the 1.4.1 beta branch version, any Orchards projects that were already completed will vanish from towns and...
  9. Bannerman Man

    SP - Economy [Suggestion] Add a simple conditional statement for towns that have fallen below 1000 prosperity.

    (The suggestion is at the bottom if you want to skip the context) Context: Beta 1.4.1 has uncovered some large flaws in the way prosperity is handled at very low values. The extreme warfare has driven some towns down to or close to 0 prosperity due to constant sieging and raiding. Here are...
  10. SP - General Suggestions to fix Prosperity / Food / Garrison interactions

    The Problems and Solutions: Town Upgrades Are Broken - A few tweaks could fix issues easier than directly balancing food / prosperity numbers. Irrigation should be a permanent 3/3 upgrade - not a daily default Irrigation 3/3 upgrade should provide enough food for AT LEAST the max capacity of...
  11. andycott

    SP - World Map Capitals/all fiefs with unique buildings and additional opportunities.

    ? In short the more unique things the world of Bannerlord has, the more alive the Bannerlord world feels. Good for the gameplay. One of possible examples. we have three Empire Kingdoms, but have nothing similar to a city like Rome. Such one huge metropolis present in the game, different from...
  12. andycott

    Suggestion. Building in towns and castles is way too fast and free. Maintenance.

    ? I suggest that building speed should be decreased pretty much (f.e. at least x3x5 times) and it should take even more time for some constructions in towns and castles to be built. Building also shouldn't be free. There are some projects, that may be free or cost practically nothing, but these...
  13. andycott

    Is any individual village management planned in the future?

    Or cities and castles management is enough? Micromanagement lovers will surely say "NO!" :xf-wink: At least is it possible for modders to make villages more interesting in this aspect? UPD. Mod. Connected with this question. https://www.nexusmods.com/mountandblade2bannerlord/mods/138
  14. Need More Info Construction time in castel

    Hello, i got a negative completion on a construction in a castel. Any tips to resolv?
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