winrehs007
Knight
I am now about 100 days in my game but still wondering how ACRES work? Will someone explain it to me. PLEASE?
Thanks in advance.
Thanks in advance.
Bittersteel said:You buy the acres, which will then generate rent, though unlike enterprises you actually need to go to the 'landowners and moneylenders' section of the town to collect your rent. It's expensive but after some investment the revenue really adds up.
Bittersteel said:I guess it depends on what you consider 'reaping the benefits'. A couple of acres will be a minor supplement your income, but with twenty acres you can support your warband with the revenue.
It's not as lucrative as dyeworks, if that's what you're asking.
winrehs007 said:Bittersteel said:You buy the acres, which will then generate rent, though unlike enterprises you actually need to go to the 'landowners and moneylenders' section of the town to collect your rent. It's expensive but after some investment the revenue really adds up.
So sum it up. You have to buy lots of Acres in order to reap the benefit of it. Am I right?
winrehs007 said:Bittersteel said:I guess it depends on what you consider 'reaping the benefits'. A couple of acres will be a minor supplement your income, but with twenty acres you can support your warband with the revenue.
It's not as lucrative as dyeworks, if that's what you're asking.
So for example, I have 20 Acres in Praven. How much is your estimation can I get per week?
Duh said:Take a look at the financial report, the balance will tell you estimated profits. Assets informs you of what is actually there at the moment.
The calculation for 1 acre is Prosperity of town + 50 (-Upkeep, if you built too many extra acres).
Duh said:Same calc for both, buying new land increases overall land though, which can possibly lead to aforementioned oversaturation and the linked upkeep costs.
Duh said:Just to note, 2.6 will likely bring destroyed acres during sieges and stolen money in enemy towns - yay for balance.
(try_for_range, ":town_no", towns_begin, towns_end), # Floris // Calculating Land Demand and Consequences for supply, pricing and renting
(party_get_slot, ":population", ":town_no", slot_center_population),
(party_get_slot, ":land_town", ":town_no", slot_town_acres),
(party_get_slot, ":land_player", ":town_no", slot_player_acres),
(party_get_slot, ":prosperity", ":town_no", slot_town_prosperity),
(store_sub, ":revenue", ":prosperity", 50),
(val_add, ":revenue", 100),
(try_begin),
(store_div, ":acres_needed", ":population", 200), # 200 People warrant 1 acre of cultivated land
(store_add, ":total_land", ":land_town", ":land_player"),
(store_sub, ":surplus", ":total_land", ":acres_needed"),
(try_begin), # AI Consequences
(lt, ":total_land", ":acres_needed"),
(store_sub, ":new_acres", ":acres_needed", ":total_land"),
(val_add, ":land_town", ":new_acres"),
(party_set_slot, ":town_no", slot_town_acres, ":land_town"),
(else_try),
(ge, ":surplus", 20),
(val_sub, ":land_town", 2),
(party_set_slot, ":town_no", slot_town_acres, ":land_town"),
(try_end),
(try_begin), # Player Consequences
(le, ":total_land", ":acres_needed"),
(val_mul, ":land_player", ":revenue"),
(party_set_slot, ":town_no", slot_rent, ":land_player"),
(else_try),
(store_mul, ":penalty", ":surplus", -1),
(val_add, ":penalty", ":revenue"),
(try_begin),
(ge, ":penalty", 85),
(val_mul, ":land_player", ":penalty"),
(party_set_slot, ":town_no", slot_rent, ":land_player"),
(else_try),
(store_sub, ":non_rented", ":surplus", 15),
(val_sub, ":land_player", ":non_rented"),
(try_begin), # Safety check // No penalty on rent should turn rent negative.
(lt, ":penalty", 0),
(assign, ":penalty", 0),
(try_end),
(val_mul, ":land_player", ":penalty"),
(party_set_slot, ":town_no", slot_rent, ":land_player"),
(val_mul, ":non_rented", -50),
(party_set_slot, ":town_no", slot_upkeep, ":non_rented"),
(try_end),
(try_end),
(try_end),
(party_get_slot, ":assets", ":town_no", slot_assets), # Adding/Subtracting profits/losses
(party_get_slot, ":rent", ":town_no", slot_rent),
(party_get_slot, ":upkeep", ":town_no", slot_upkeep),
(val_add, ":assets", ":rent"),
(val_add, ":assets", ":upkeep"),
(party_set_slot, ":town_no", slot_assets, ":assets"),
(try_end),
200 people warrant 1 acre of land - so if the population grows the AI will eventually build more acres (every 2 weeks) or remove them, though the removal of land will only happen if there is a surplus of 20 acres compared to what is needed to support the population. The consequences for the player are a different matter - here we dont automatically buy or sell land, but alter the money he gets based on supply and demand. If all is in balance, the player receives a rent of X (Prosperity - 50 + 100 - Surplus) denars for every acre he owns - if a surplus exists, every acre above the required amount causes a penalty of -1 , which is applied to the overall rent of all acres, should the surplus be larger than 15 acres then the acres outside of the 15 surplus range are not rented anymore and the player has to pay upkeep for them (50 denars each). All his other acres receive the calculated X denars rent instead of 100. I am not entirely happy with the surplus penalty or even the entire supply and demand system for acres - so there might be change in the future. In fact, do contact me, if you come up with a good system that offers both a reasonable chance of revenue as well as some risk.
Duh said:Go into the bank area (menu) of a town.
TakeYourProzac said:To collect the money, click on the text to go to the moneylenders and landlords screen. This is the same screen you go to in order to buy land. Once that screen opens you'll collect any money you've accrued.