Beta Patch Notes e1.5.5

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is this normal?
 
About that, has any of the devs detailed more about this? what are the requisites for it to happen, any limits etc
Probably something like this

  • Distance Between Marrying Clans(lower is better)
  • Relationship Between the Clans (higher is better)
  • Ages of the "candidates" (higher is better)
  • Age difference of the "candidates" (lower is better)
  • Also, clans with a high number of unmarried lords have a higher chance to be selected.
 
i'm aware, but that's just too much income from a single workshop.

If you find any workshop making more than 500 if you report them I can examine and nerf a bit. Especially if one type is usually more profitable than others or if one type is always weak.

I will check tannery at marunath fe in screenshot it seems so profitable. tanneries convert hides (average price 60) into leather (average price 200) twice a day. It seems even convertion leather is so expensive at marunath. Maybe there are so less leather in all world at that moment.
 
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If you find any workshop making more than 500 if you report them I can examine and nerf a bit. Especially if one type is usually more profitable than others or if one type is always weak.

I will check tannery at marunath fe in screenshot it seems so profitable. tanneries convert hides (average price 60) into leather (average price 200) twice a day. It seems even convertion leather is so expensive at marunath. Maybe there are so less leather in all world at that moment.

Could this be connected to the low prices of hog, sheep, and cows at the moment?
 
more than 500? ok, got you.

As average I meant of course. Workshop profits changes day by day. Any of workshop’s profit should not be more than 500 as average. You can check its profit for one year to understand what is its average profit.

Could this be connected to the low prices of hog, sheep, and cows at the moment?

Artisians convert sheep, cow and hog into hides and meat. But this conversation is only 1 time a day for each animal type. So it is not related imo. Even these animals are cheap or expensive (if not so expensive) this conversation mostly happen. If there are so many animals hides can be a bit cheap only but its effect cannot make tanneries make more than 500 daily profit. Only way is if leather cost is 300-400 at that town.
 
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I noticed few curious things :
- I see weapons in selling I've never seen before.
- Vlandian guy married Khuzait girl just now, and she's in vlandian clan now.
 
As average I meant of course. Workshop profits changes day by day. Any of workshop’s profit should not be more than 500 as average. You can check its profit for one year to understand what is its average profit.

Artisians convert sheep, cow and hog into hides and meat. But this conversation is only 1 time a day for each animal type. So it is not related imo. Even these animals are cheap or expensive (if not so expensive) this conversation mostly happen. If there are so many animals hides can be a bit cheap only but its effect cannot make tanneries make more than 500 daily profit. Only way is if leather cost is 300-400 at that town.
Didn't you also find that caravans weren't picking up herd animals, though? Would that have an effect?

And how can you check profits (or any financials) over a longer period? Via the console, or is there some obvious button/dropdown I'm overlooking? :smile:
 
Didn't you also find that caravans weren't picking up herd animals, though? Would that have an effect?

And how can you check profits (or any financials) over a longer period? Via the console, or is there some obvious button/dropdown I'm overlooking? :smile:
Its a secret house in the depths of Ankara and there you will find the economy
 
I just started
That should happen, IMO, if fairly rarely. If I recall correctly, there are a few who start the game married into a different culture.
I just started new playthrough . I will keep an eye on it.
Also two handed swords are cheaper now , guess it will solve smithing pricing problem , though, I can't say anything about javelins , I think it stay the same.
 
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Women shifting their clan upon being married seems like standard, intended behavior yet I can't help but feel like certain characters should be exempted...
 
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yGBStKl.jpg

Women shifting their clan upon being married seems like standard, intended behavior yet I can't help but feel like certain characters should be exempted...
damn that should be like the ultimate alliance between vlandia and southern empire

I think inter marriage with other clans is making the cultural aspect (there is none) kind of odd.
I think its a good way for the kingdoms to build relations with each other. A marriage should come with big relation bonuses between those clans. This could play a cool role in the future if we ever get alliances, you are right tho it does seem more often than not they marry outside of their culture. I would expect them to marry outside their culture less often, but this could just be a coincidence
 
I think its a good way for the kingdoms to build relations with each other. A marriage should come with big relation bonuses between those clans. This could play a cool role in the future if we ever get alliances, you are right tho it does seem more often than not they marry outside of their culture. I would expect them to marry outside their culture less often, but this could just be a coincidence

There seems to be an inter-faction check which applies a 50% penalty to the odds of a couple marrying across factional lines but I might be interpreting it wrong, so maybe one of the better C# gurus should jump in...
 
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