Buying land- 1.126 update

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theDubman

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I have used the guild master to set up a bakery and all works well, My question is can you build more than one production building? Or is it one per town??
 
It is one per town in my experience. If you ask to do another, the Guild Master says there are not enough resources or something along those lines.

It's a nice feature and helps to get some income going early on in the game.
 
I am hoping that you can build more than one production building. I am attempting to see if after gaining lots of prosperity and making the town loyal too me it allows for other buildings to be built...

I have played m+B since .751+ and allways hoped for a economic and "upgrade" build paths for towns/villages, its something that m+b has been lacking in my opinion..
 
I noticed one thing which I hadn't expected about some of my "profitable ventures." I built an ironworks at Curaw which makes a nice little profit. Curaw, of course, has always been the place to buy iron and tools. You could snatch-up tools between 300-350 all the time. After I built my ironworks, and my production was added to the market, tools are now available for less that 3, sometimes as low as 260 denars in slots of 8 or 9. I snatch those up too, sell them to Sargoth, Rivacheg and Wercheg. Haven't noticed if the additional production affects the sale prices, but I'm in the "green" all the time with my enterprises. Leather tanner at Khudan is nice, too. I suspect, though, as soon as I get into a long war, raw leather will dry up with looting and pillaging.

Only thing which hasn't paid-off well are my brewery at Wercheg and Wine Press at Tulga. I stock the inventories of both whenever I find deals and just leave the booze in inventory, use those as "gifts" to send to other Lords (Diplomacy mod).

Best moneymaker seems to be Oil in Barriye. Get more for the product than I do in rents and tariffs there.

theDubman 说:
I am hoping that you can build more than one production building. I am attempting to see if after gaining lots of prosperity and making the town loyal too me it allows for other buildings to be built...

That would be awesome and it does make sense. The guildmaster's objection to you building another venture is that there are not enough skilled tradesmen. It would be logical in the event that the town becomes so wealthy that you get the line "...people are flocking here seeking their luck" etc., that additional ventures should be allowed. Wonder if anyone has gotten that far along yet?
 
Yeah, after this patch i actually dont have to spend my whole time enslaving and selling poor sea raiders just to have any money to pay my hundred of knights. Really, now it became quite easy (personally, i like it), i suppose, devs will rebalance this thing to make it more competing.

It will be very nice if other lords had their profitable ventures too and you had to interact with them somehow to do successfull business. And caravans: sending your own caravans with cheap iron from Curaw to ironworks in, for example, Suno would be just grand. Of course, you`d have to pay for it and accept the possibility of it being robbed/destroyed by another factions or bandits.
 
Not if you hire a HUGE caravan with like 100 guards or so that keeps ALL bandits at a distance and some of the smaller Lords.
 
Well currentlly I have Shiraz up to 22 prosperity and they are loyal to me and the town is rich...
It wont allow me to build anymore production buildings yet..

Be good if in future, production was linked to villages and they also had production type building upgrades (ie want more grain for bakery, build a farm in village. Need more iron for tool production, build a "mine" at village)

If linked to areas where production of some resource was more available (ie olives for oil in Barrie, Iron for tools in curraw) players could gain economic advantage to make high profits this would make a for a nice "micro-management" sub game,..

Of course players who dont wish to deal with that sort of stuff should be able to let towns/villages manage them selves..
 
theDubman 说:
Well currentlly I have Shiraz up to 22 prosperity and they are loyal to me and the town is rich...
It wont allow me to build anymore production buildings yet..

Be good if in future, production was linked to villages and they also had production type building upgrades (ie want more grain for bakery, build a farm in village. Need more iron for tool production, build a "mine" at village)

If linked to areas where production of some resource was more available (ie olives for oil in Barrie, Iron for tools in curraw) players could gain economic advantage to make high profits this would make a for a nice "micro-management" sub game,..

Of course players who dont wish to deal with that sort of stuff should be able to let towns/villages manage them selves..

Those are all great ideas, I especially like the availibility of resources for the processed product thing.
Btw I got two questions for you though, how do you know how much prosperity your Shariz has?
And two, I just gotta ask, whats with your avatar? :grin:
 
Saber 说:
theDubman 说:
Well currentlly I have Shiraz up to 22 prosperity and they are loyal to me and the town is rich...
It wont allow me to build anymore production buildings yet..

Be good if in future, production was linked to villages and they also had production type building upgrades (ie want more grain for bakery, build a farm in village. Need more iron for tool production, build a "mine" at village)

If linked to areas where production of some resource was more available (ie olives for oil in Barrie, Iron for tools in curraw) players could gain economic advantage to make high profits this would make a for a nice "micro-management" sub game,..

Of course players who dont wish to deal with that sort of stuff should be able to let towns/villages manage them selves..


Those are all great ideas, I especially like the availibility of resources for the processed product thing.
Btw I got two questions for you though, how do you know how much prosperity your Shariz has?
And two, I just gotta ask, whats with your avatar? :grin:

Ok I just realised that you can set up production buildings in anytown (nit enemy of course) without needing to own the town ..doh!  SOo with that in question, I would hope too see the above ideas, only if you owned town/village..
@prosperity, my bad I mistook prosperty rating for loylaty rating, but as My town is defined as rich I guess it means high prosperity...

@ avatar, aww isnt she cute! she sorta hypnotising.... :smile:
 
From my experiences (I enabled this in 1.125 already) the feature is a bit lackluster. What you probably don't expect is that you can set up factories without the town even having the required resources. At first I tried setting up wineries where wine is cheap, oil presses where olives are cheap, etc. This is fine if you trade the items yourself but if you see the feature as I do, and treat it as a way of making money without having to micromanage it, it's too much work to go there, pick up your wares and sell them to other cities.

Now, what I mostly do is to ask the guild master how much profit each venture would generate and choose one in my price range that has a nice cost/benefit ratio. Since you can't have more than one per city afaik you can simply start upgrading all of them to velvet factories, tanneries or some other high-value good after a while (remember, they don't actually need to have the resources) for a tidy 500-700 profit per city per week. I get something like 9k per week out of this with 2k upkeep for my current elite sword-sister-and-mamelukes army. So yes, I'm hoarding money because I don't want to become a vassal right now before increasing village relations a bit, and because I'm not sure I'll end up getting anything at all, what with playing a woman and such.

The most counter-intuitive thing is that, if you don't want to trade yourself, it's actually better to set up something else than a smithy in Curaw or a Silk shop in Veluca because the price for your  manufactured goods is low and has large fluctuations. I don't think you affect prices much since you only produce two goods per week which seems negligible compared to the lots that the town generates by itself.
 
alpaca 说:
From my experiences (I enabled this in 1.125 already) the feature is a bit lackluster. What you probably don't expect is that you can set up factories without the town even having the required resources. At first I tried setting up wineries where wine is cheap, oil presses where olives are cheap, etc. This is fine if you trade the items yourself but if you see the feature as I do, and treat it as a way of making money without having to micromanage it, it's too much work to go there, pick up your wares and sell them to other cities.

Now, what I mostly do is to ask the guild master how much profit each venture would generate and choose one in my price range that has a nice cost/benefit ratio. Since you can't have more than one per city afaik you can simply start upgrading all of them to velvet factories, tanneries or some other high-value good after a while (remember, they don't actually need to have the resources) for a tidy 500-700 profit per city per week. I get something like 9k per week out of this with 2k upkeep for my current elite sword-sister-and-mamelukes army. So yes, I'm hoarding money because I don't want to become a vassal right now before increasing village relations a bit, and because I'm not sure I'll end up getting anything at all, what with playing a woman and such.

The most counter-intuitive thing is that, if you don't want to trade yourself, it's actually better to set up something else than a smithy in Curaw or a Silk shop in Veluca because the price for your  manufactured goods is low and has large fluctuations. I don't think you affect prices much since you only produce two goods per week which seems negligible compared to the lots that the town generates by itself.
I'm assuming that if a town doesn't have the required base resources to manufacture your product, that they'll simply import it from somewhere else.

Thus far, I've been making ~500 denars per week (each) from an ironworks in Curaw, tannery in Yalen, oil press in Ahmerrad (or was it Durquba? don't remember for sure), and wool weaver in Tihr. I've also got a linen weaver in Sargoth, but I no longer let them sell the linen directly to the market there, since it won't sell for much that way. Keeping that linen weaver open costs me ~200 denars per week, and I've probably made something like 300 denars/week profit from it the past few weeks (selling in Tihr since it's close by - might could do better business elsewhere).
 
anyone have a list of what resources get turned into which product?

sort of like:

iron -> tools
grapes -> wine

those are the obvious ones but it would be nice to have a complete list =)
 
Wheem 说:
I'm assuming that if a town doesn't have the required base resources to manufacture your product, that they'll simply import it from somewhere else.

Thus far, I've been making ~500 denars per week (each) from an ironworks in Curaw, tannery in Yalen, oil press in Ahmerrad (or was it Durquba? don't remember for sure), and wool weaver in Tihr. I've also got a linen weaver in Sargoth, but I no longer let them sell the linen directly to the market there, since it won't sell for much that way. Keeping that linen weaver open costs me ~200 denars per week, and I've probably made something like 300 denars/week profit from it the past few weeks (selling in Tihr since it's close by - might could do better business elsewhere).

I don't think the goods come from anywhere, they are created on the fly. How can I tell? I have velvet sweat shops in half the towns and raw silk is only ever available in Jelkala. There's just no way this would work out.


As for a list, if I didn't forget anything, it's fairly intuitive. And the guild master tells you which goods are needed.

iron -> tools
grapes -> wine
olives -> oil
wool -> cloth
raw silk & dyes -> velvet
hides -> leather
grain -> bread
grain -> ale
 
alpaca 说:
Wheem 说:
I'm assuming that if a town doesn't have the required base resources to manufacture your product, that they'll simply import it from somewhere else.

Thus far, I've been making ~500 denars per week (each) from an ironworks in Curaw, tannery in Yalen, oil press in Ahmerrad (or was it Durquba? don't remember for sure), and wool weaver in Tihr. I've also got a linen weaver in Sargoth, but I no longer let them sell the linen directly to the market there, since it won't sell for much that way. Keeping that linen weaver open costs me ~200 denars per week, and I've probably made something like 300 denars/week profit from it the past few weeks (selling in Tihr since it's close by - might could do better business elsewhere).

I don't think the goods come from anywhere, they are created on the fly. How can I tell? I have velvet sweat shops in half the towns and raw silk is only ever available in Jelkala. There's just no way this would work out.
In a technical sense, you might very well be correct - I don't think the game necessarily decides that your ironworks in Tihr needs to buy 2 units of iron from Dhirim, and then takes them out of the goods shop and moves them over to your business. However, the higher prices that your ironworks has to pay for iron in Tihr (as opposed to say - Curaw) simulate the costs of having to import the materials, which is what I was getting at.

Also, who's to say that Jelkala isn't the primary (or even sole) producer of raw silk in Calradia, and that they would be unable to produce enough to supply that amount of velvet production?

I'm not saying that there should never be any tweaks to the feature, but it's somewhat presumptuous to say that you alone know how much of a particular good can or cannot be produced at any given location :wink:.
 
When a player industry buys goods, the increased demand is assumed to attract imports, or even convince people to pull it out of storehouses where they were saving it for a rainy day. Keep in mind that many non-perishable medieval goods could remain in stock for a very long time, years or even generations.

However, the player industry should also cause the price to increase a little bit. This is probably too small to be noticed most of the time, but if you opened dyeworks in all of your cities, it might cause a Calradia-wise shortage of silk -- which wouldn't mean that your industry couldn't find it, but it might get expensive.
 
nijis 说:
When a player industry buys goods, the increased demand is assumed to attract imports, or even convince people to pull it out of storehouses where they were saving it for a rainy day. Keep in mind that many non-perishable medieval goods could remain in stock for a very long time, years or even generations.

However, the player industry should also cause the price to increase a little bit. This is probably too small to be noticed most of the time, but if you opened dyeworks in all of your cities, it might cause a Calradia-wise shortage of silk -- which wouldn't mean that your industry couldn't find it, but it might get expensive.

I'll check if that happens
 
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