workshops

  1. SP - Economy Need More Autonomy (Ideas)

    I think there needs to be some changes in the main gameplay loop, that incentivizes a more thorough exploration of your fiefs, workshops, and party, and I have a few ideas. Much of what exists now, is monotonous and tiring to keep up with. The profits are always a guess without any helping...
  2. SP - Economy Neutral Workshops and Trade Caravans

    In my experience playing the game, I could never get trade caravans to work. Either they would be taken by bandits, or by enemy lords/mercenaries after sudden war declarations. As a result, it's something I don't usually bother with doing, since it requires commiting a companion/clan member...
  3. My workshop

    Hi I've been working on creating my own little workshop again now (have been away from the game for a little while) ..did it earlier in e1.6.3. Now back then it did work just fine and all, but now in e1.7.2 it doesn't work to the fullest ..it stops at generate income. I did make a new item...
  4. SP - General Some suggestion about caravans and workshops

    Back in M&B: Warband, there is an option to order your workshops stop selling their products or stop buying materials in the local market, so you can buy them cheaper raw material and sell their products in other places, where their products may sell in a higher price and you may buy raw...
  5. Bannerman Man

    In Progress Some crossbows and a variety of other items are not able to be produced by workshops

    Summary: In the xml files, 5 different crossbows (and a variety of other items in the other spitems xmls) are assigned the "neutral_culture" tag. The code then apparently assigns any items labelled with the "neutral_culture" tag as having "Calradian" culture. Well when workshops are...
  6. swally0ne

    Big Question: Workshops, Hides and Horses?!

    Greetings Mount&Bladers, I have a question related to the workshop production of hides in town. Related to the .xml file which could be found here (<[Bannerlord install dir]\Modules\Sandbox\ModuleData\spworkshops.xml>) hides are exclusively produced with hog, sheep and cows. When you slaughter...
  7. Resolved Workshops Disappearing (BUG)

    Hello I have been doing a campaign on the 1.5.7 build and on multiple occasions after purchasing a workshops they just disappear from the clan menu. They also do not give you the income anymore and you cannot sell them. Not sure if this is an indented feature which occurs when towns get...
  8. Worlok

    Resolved All worksops gone after MC death

    Hi Team, It seems I have lost all workshops after my MC died and I continued to play with my heir character. I am not sure if any save file could help for troubleshoot this...
  9. Bannerman Man

    Resolved There is a line of code in the DoProduction method that prevents workshops from spawning the most expensive equipment.

    Summary: Equipment that costs more than ~140k will not spawn in town markets ever, and in most cases the limit is much lower than that. This is caused by a certain line of code in the DoProduction method of the WorkshopsCampaignBehavior class. In that method, it checks whether or not the price...
  10. My thoughts on the campaign economy.

    Hello, I've been playing Bannerlord since the game was released, and really, I've been trying to be patient. I'm honestly really loving this game and I do support TaleWorlds but something needs to happen but I diverse. Back when the game released in Early Access in March, there was no limit on...
  11. BOHÉMiÁN'Celts

    SP - Economy Customization of kingdom production

    Hello there! I got an idea... It would be nice to have option to choose whether I grow crops for sale, or for my own workshops. I was thinking even about possibility to choose what crops do you want to grow, and to choose if they are for sale or if they are for our own kingdom produce. ''For...
  12. Zocki

    Passive Gold (Workshops / Caravans)

    Hey guys, how do I create much passive money so I can pay all my wages? I tried workshops and caravans, my caravans get per day from 80 up to 160 profit. and my workshops 60 - 120?!?!?!?Thats like nothing of my wages lol :( Like I have a group of 50 men and a daily gold change of 700 lol, how...
  13. SP - Economy Workshop Modifications

    Hello There, I took a quick look around and wasn't able to see some of my suggestions anywhere, I'll jump straight in to what I believe would make Workshops more fun and dynamic. 1.) Select what is being manufactured a)i- Simple dropdown interface of what you would like to manufacture a)ii-...
  14. Resolved Workshops can randomly produce copies of weapons crafted by player

    Summary: Workshops can randomly produce copies of weapons crafted by player, even if player never sold those weapons anywhere, eventually flooding the markets with them if the player crafted a lot of different weapon patterns. The problem is caused by the logic in WorkshopsCampaignBehavior.cs...
  15. Village mechanism seems to be broken in 1.3 Beta

    Village picture will be different from what they produce. You can see sheep around it and it produces Hogs, you can see wood cutting pictures but it's production will be different. This is weird and importantly villages even though they are close to one town they will be attached to another...
  16. Kakuna Rattata

    SP - General General Suggestions

    I would love to see some improvements to quality of life, of course after all the bugs are fixed. Smithing: Please include a smithing tutorial. Perhaps an NPC that tells you about it. I played for days and days before I realized you could have companions help you smith. Also, I would greatly...
  17. SP - Economy Workshops and Caravans in a world of peasants

    Actually workshops and caravans are not worth the investment. Caravans sometimes don't last even a day, one week at best, not enough for them to even start making money. This makes active trading or warmongering the only ways to make money in the game, when your faction isn't at war with anyone...
  18. Schoulayer

    POLL: Passive Income - How good should it be?

    I'm curious where people stand on this. I take the position that caravans and workshops should be sufficient to pay for passive expenses like troop wages and food. Passive income from fiefs should be sufficient to pay for a reasonable garrison for a castle. What I earn in battle should be what I...
  19. The 4 main reasons why I'm gonna stop playing

    I'm not gonna ask the devs to change anything, but I'm gonna stop playing for a while and depending on the future updates I'm gonna see if I come back or not. I just hope this gives the devs insight into why some people who share my reasons are gonna leave or are dissatisfied. I must clarify...
  20. Are Workshops even worth it? (Response to pottery nerf)

    Sure, workshops are "safe" investments but there is a certain point between literally useless and paying the utility bills (troop upkeep) to profit. Workshops require a hefty investment from an early game perspective and from what I've seen with only 150 hours of playtime in single player (I...
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