1.5.6 Etc Workshop Income

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What I really would like would be a UI like in Port Royal/The Patrician/Hanse where I can set up a caravan myself by giving my companion a lump sum of money, pack animals, troops and design a trade-route like '1. go Quyaz 2. go Baq Village 3. go Simala 4. go Qurais...end trip at Tubilis Castle then begin anew' and have a chart, where I can set buy/sell behavior like buy up to price X, sell if price is over Y, sell max. X items of good, buy max. X items of good, buy only here, sell only here, do not buy more than Z or max. of Z items of specified good in caravan, drop all items at castle stash (weapons/armor gotten), auto-sell items (not goods) at next town, recruit new troops, important: Skip town, when at war with faction and whatnot. And no, this system is not tedious - it works for Port Royale and others fine. And if it results in the caravan being profitable or very profitable - so be it. You could have done the same with your main character, so what is the difference? Game cannot be OP or broken, if the player can do a thing, the AI cannot copy. We are not cheating here, but reaping the reward for analyzing the situation and planning accordingly. Players should not be capped or penalized for that if you do not want to railroad them to 'No, just play the endless war game'

Pros:
- it gives the players things to think about and create and be happy, if they work
- the players decisions are more meaningful and not 'pay 15k and hope your caravan survives at least 30 in-game days to become profitable' current system just is a money sink.
- you can even setup routes to specifically weaken other factions/clans and strengthening yours like 'buy flax in neighbor country village' then sell in own town, where you own linen weaveries. This would result in e.g. linen becoming scarce in the realm you bought the markets empty dropping overall city wealth and giving yourself good markets to sell your own linen to. This way, you can control trade a bit and influence realms even at merchant stage and not as vassal.
Cons
- Yes, as always, you have to set up the caravan by investing some time and thinking. Well, if you do not like, then stay with the 'whack someone and sell his stuff' game - still works.
 
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On the other hand, I do agree with caravans getting killed pretty fast could be frustrating, and for some reason it has been the case in my last campaigns (maybe because I modded the cavalry speed bonus for making some tests).
You can remove it, yes. But decreasing the Cavalry bonus leads to caravans getting absolutely murdered on the world map and the player being much more likely to get caught in the early game as well.

That's one of the downsides, yeah. It hurts the world economy a bit as well.
 
Tbh compared to added some more complex mechanic I believe there is one single addition that they able to do and can bringing more immersion in economics side. Give us the player the abilities to reads the ledger. For example for workshop ,tells us when they bought the material, and at what price. Tell us how much it got sold in the city. Give us how info how much cash that they have. Do that to all items/ stuffs that can generate money like caravans/parties/castles/towns.
I believe getting that kind of infos probably will stopped making us thinking that the profit is actually is just random fuction random(profit_range) that got triggered every day
 
Tbh compared to added some more complex mechanic I believe there is one single addition that they able to do and can bringing more immersion in economics side. Give us the player the abilities to reads the ledger. For example for workshop ,tells us when they bought the material, and at what price. Tell us how much it got sold in the city. Give us how info how much cash that they have. Do that to all items/ stuffs that can generate money like caravans/parties/castles/towns.
I believe getting that kind of infos probably will stopped making us thinking that the profit is actually is just random fuction random(profit_range) that got triggered every day
That's an excellent suggestion as it's much better than looking at the nearby villages and hoping they are feeding your workshops enough cheap raw materials and that your workshops are able to sell locally at a profit Was also a feature in warband from recollection so not re-inventing the wheel.
 
Well...isn't that just displaying the random or coded number that results in +400 gold per day and no matter what our caravan has sold or even visited a town? I wonder, how the ecomony in Bannerlord really works.
And what good is info, if I cannot use it? Reading a menu does not make you full.
 
Well...isn't that just displaying the random or coded number that results in +400 gold per day and no matter what our caravan has sold or even visited a town? I wonder, how the ecomony in Bannerlord really works.
And what good is info, if I cannot use it? Reading a menu does not make you full.

The economy side of caravan, companies parties could be found in this forum if you search from Mexico post for quite some times ago. But tldr based on my understanding, at least for companion parties, caravans, and workshop, the mechanic pretty much the same. The individual entity will have their own liquid cash/cash reserved that will be taken from the player money the first few day they got created. Now for the mechanic how the player got the daily revenue everyday actually is based on the difference of the current entity liquid money compared to the default entity liquid money. For example caravan A have default liquid money set to 5000, wait for some time and now the caravan make a profits and make the current liquid cash 6000 now. The player later will get the difference as revenue which is 1000. And vise versa if the caravan make a loss or the caravan buying some foods/ stock the player cash will be taken to fill the difference.
Now that's sounds like pretty simple economy right if they just show us the daily report of profit/loss, but that's not what we have though. The way profit report given to player is actually delayed report afaik it's an accumulation of a week of transaction of the entity, but I am not pretty sure about this part because the number we got everyday is different. For example if total profits of 1 week is 700 golds and we split it 7 days isn't the player should get exact 100 golds ?

Tldr isn't it that amazing the complex economic system like that can be changed to normal function(random_profit) that triggered every day. And the best part player probably won't noticed the difference since function(random_profit) will never make player loss moneys.
 
They're going to need to buff up passive incomes now that rebellion are in. You need to keep a decent garrison power in town now, which diminishes the passive income value of towns, especially average prosperity or lower ones. More towns is still the way to go, but it's a smaller increase then it was.
I also don't know everything about optimizing for loyalty and security though, there might be better ways to do it.
Well I eventually stabilized at 2-3K a day with 6 towns and 3 roaming parties. Had to cut the fat a bit and just have garrison to the level where security is slightly raising and move some troops to max the effect of my better governors. It's good to do anyways so you don't have much chance of sudden food problems. Thankfully troops tier seems to matter appropriately for security so a small garrison of 'actually useful" troops works.
 
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