The AI will now consider only the town's and castle's bound villages when determining which workshops to open. It will likewise consider only the primary products of those villages. For instance, in the current version of the game, all villages produce a small amount of grain, even if the grain is not their primary product. So game mostly opens inefficient brewery workshops at the beginning of the campaign. We decided to consider only the primary products of villages instead of all their products while selecting workshops. With this change, we will improve the efficiency of workshops and reduce the number of bankruptcies.
If a town or castle is conquered by an enemy or a natural kingdom, the bound village will now choose a new allied town market to sell its goods. Also, we added extra info to all village and town tooltips to give trade-bound information of bound villages.
The workshop selection is something that occurs at the beginning of the game which means that existing games won't be affected. If a workshop goes bankrupt, however, the game will use the new algorithm to select the new workshop type. The trade-bound selection is dynamic and occurs during runtime so the ongoing saves will be affected by that.