Caravans are too weak

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What thinking do you have to do now, exactly? What strategic depth did this add?

At best it turned caravans into an escort quest that never ends. At worst it became a feature I'll never touch again because it simply isn't profitable compared to other options.

Also caravans were never infinite money. They were enough to turn a decent daily profit that allowed you to field a big enough army to be relevant in the bigger battles. A good bridge from stomping looters all day to being able to advance to taking on caravans and lords. In other words they existed to allow us to engage with the actually fun aspects of the game before we were in a position to own and defend a fief.

Now that bridge is gone. Guess I'll go back to farming looters and tournaments.

Yeah this is it. Same deal with workshops. I don't care if i make major profits from it but i want it to be able to allow me to fund an army that can fight.
 
Caravans were the only thing moving goods around the map other than the player though, so I'm guessing this has wrecked a lot of the economy like food getting to places that didn't produce it, or horses becoming available where there's no village for them.
This patch by no means fixes everything about the janky economy in this game. I can still make roughly 50-60k a day from smithing at skill level 90 so there are apparently a lot of balancing issues that need to take place. This is meant to hinder cash flow around the whole map so one side doesnt become super rich too quickly, from what I understand.
 
From what I understand, when TW does a patch like this, it isn't to nerf the player, it's to nerf the rest of the whole gosh dang map and all the other lords. This patch also effects enemy caravans so maybe look at it from a different perspective.
True enough...we shall endeavour to persevere..
 
Before this patch I maybe lost 1 caravan in my whole 170 hours of playing. I love making profit as much as the next guy, but it is obvious that's not how they intended caravans to work
 
Passive income needs a large buff. Passive income should be enough to cover passive costs, like the wages of soldiers and garrisons. Excess denars should go towards one-time costs, like upgrading equipment, upgrading troops, and upgrading castles. They should make the one-time cost of upgrading troops to the next tier cost more, as you're essentially buying their equipment. Troop wages should not be increased though, as that falls into the passive category.
 
I say give the player more control over what types of units your caravan focuses on recruiting? Or possibly give caravans a bit of a speed buff to counteract this nerf? I dont know how to move forward from here, but we definitely dont need to refer back to an even more broken system (no reason for my merc character that has never held a fief in 6 years to have over 1m gp)
 
I say give the player more control over what types of units your caravan focuses on recruiting?

That could be interesting. Stronger guard means safer caravan, but also more expensive to hire and maintain. Ideally the game would still be balanced to where running either a well guarded or poorly guarded caravan would be roughly equally rewarding over time.
 
That could be interesting. Stronger guard means safer caravan, but also more expensive to hire and maintain. Ideally the game would still be balanced to where running either a well guarded or poorly guarded caravan would be roughly equally rewarding over time.
That was the idea. More risk, more caravan upkeep, hopefully more reward. :smile: cheers
 
This is some Rockstar Games baloney right here. "Oh, so you're getting a little bit of cash from your passive business in Singleplayer, eh? We'll sort you out real good."

And why are troops deserting from the Caravans? Makes no sense. This needs to change.
 
I really don’t understand the nerf. Why not allow a slider for amount of guards and quality of guards? If you want to run a skeleton crew for 1000 profit a day - go for it. If you want passive income of 100 a day with no risk, fine.

It seems like they keep trying to optimize towards a certain play style when actually what we want is to have fully developed features that allow us to optimize the game to our play style.
 
I don't like how they managed the caravan...For me it was part of your évolution:
-First part of the game, you hunt robber
-Until you got enough money for workshop and you can upgrade your army for bigger fish
-After that, you can make caravan, a little more expensive at start but can make quite a lot of money. Adding risk, ok...but there is a limit
-Then you can aim high with castle and cities...and at that the point money should be flooding. You reach point where you got a different aspect of the game, the diplomacy and building of your empire. I don't mind having too much money at that point...I've enough work watching for my fief and going villages to villages to resplendish my army after battle.

I loved how it was for the economic point of view. Now, with the down of workshop and the remove of caravan, you just make the first grinding step of fighting looters longer...and you have to start all over if you lose a battle :sad:
 
It seems like they keep trying to optimize towards a certain play style when actually what we want is to have fully developed features that allow us to optimize the game to our play style.
I really don't understand your point, how is making caravans less of a safe investment in any way forcing us into playing a certain playstyle? Yes, the update screwed with my current caravans, but once I regathered them and sent them off again with their initial intended party size of 30, nothing has been able to catch them aside from a mercenary who has since been dealt with. Hehehe.
But seriously, they didnt make owning caravans impossible or unworthwhile, they are just a little less lucrative than they were before. Still very useful for money.
 
I really don't understand your point, how is making caravans less of a safe investment in any way forcing us into playing a certain playstyle? Yes, the update screwed with my current caravans, but once I regathered them and sent them off again with their initial intended party size of 30, nothing has been able to catch them aside from a mercenary who has since been dealt with. Hehehe.
But seriously, they didnt make owning caravans impossible or unworthwhile, they are just a little less lucrative than they were before. Still very useful for money.

My point about the certain playstyle was just that they’re forcing us to operate caravans in one way; the way that they think they should operate. I’d like to have the option of setting how I guard my goods.

it seems some people like risk, some people like passive income. why not make both sets happy and also give people a sense of satisfaction when they find there sweet spot for guard number.
 
My point about the certain playstyle was just that they’re forcing us to operate caravans in one way; the way that they think they should operate. I’d like to have the option of setting how I guard my goods.

it seems some people like risk, some people like passive income. why not make both sets happy and also give people a sense of satisfaction when they find there sweet spot for guard number.
Thanks for clarifying, that makes more sense. I can understand where you are coming from. I would actually very much enjoy having that much control over my caravan, perhaps they may add something like that. If they dont, a modder will because that is actually a splendid idea. Cheers :smile:
 
I just posted a thread regarding this issue aswell, caravans make no sense at all now, paying 18,000 gold for each one, just for them to be destroyed before they can even make 1K. Is just plain stupid to consider using them.
At least we know this game is still EA so features ought to be broken and repaired.
 
What I see, the issue is that you can no longer have enough guards for your caravans? Earlier your companions could have as many troops as they could if they were leading a party. Now it is capped to 30, regardless of the level of your clan or the level of the companion.

If we make it start at 30 max but actually levels up with the companions stewardship skill, leadership skill, and trading skill (oh and also make it possible for companions to gain leadership and trading skill because that is actually blocked now) it should be fine.

This would mean that its very hard in the beginning or if you have companions that are bad at leading caravans, you will need a companion that is actually good at it, you might have as easy time as before. Since your number of companions are capped and it may be hard to find good companions this is still a significance nerf, but it would actually be working if you set everything up properly.
 
What I see, the issue is that you can no longer have enough guards for your caravans? Earlier your companions could have as many troops as they could if they were leading a party. Now it is capped to 30, regardless of the level of your clan or the level of the companion.

If we make it start at 30 max but actually levels up with the companions stewardship skill, leadership skill, and trading skill (oh and also make it possible for companions to gain leadership and trading skill because that is actually blocked now) it should be fine.

This would mean that its very hard in the beginning or if you have companions that are bad at leading caravans, you will need a companion that is actually good at it, you might have as easy time as before. Since your number of companions are capped and it may be hard to find good companions this is still a significance nerf, but it would actually be working if you set everything up properly.


FURTHERMORE: some orders for the caravans would be nice.

  • If troops below X% of maximum, stay in town and recruit
  • Stay away from, or search out areas affected by bandits.*
  • Focus on quick and mobile units so you can run away or focus on stronger units to defend
  • and more.

Of course, more orders should be needed to our companions parties too. Like defend a specific city, defend kingdom, raid enemy settlements etc.

*In warband, if you talked about guild masters you could see which areas were most affected by bandits. I'm guessing Bannerlord is keeping track if this information too. If your caravan avoids this area it stays safer, but it can also earn a lot of cash by going to those areas, there are pros and cons to it.
 
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