Debate or Discuss on The Economy right now - Pros, Cons and Ideas to make Calradia an better place

  • 主题发起人 Dr-Shinobi
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also they need to spread out the fixed areas. Now you know what you can buy cheap and sell expensive almost all the time
I really wanted a random game for villages where each game it is different now I can think the only problem with that is it would cause massive economy shifts depending on who got what. since each game is different also harder to track down economy problems, lets say for instance grain villages producing too much
 
I really wanted a random game for villages where each game it is different now I can think the only problem with that is it would cause massive economy shifts depending on who got what. since each game is different also harder to track down economy problems, lets say for instance grain villages producing too much
Yeah being random every game would cause more issues depending on who gets what and some people may get like the most expensive trade goods while some one the cheapest and it would be harder to pinpoint economical problems
 
think the problem in bannerlord is economy is always changing, supply and demand for the goods needed to produce and the finished goods change so often it is hard to predict a potential profit
It was the exact same way in VC, profits would fluctuate over time. Regardless it was still a great indication of what wasn't a viable option.
 
I really wanted a random game for villages where each game it is different now I can think the only problem with that is it would cause massive economy shifts depending on who got what. since each game is different also harder to track down economy problems, lets say for instance grain villages producing too much
yeah can understand that to... but Vladia also has horses to come by but arent horse breaders in the same way as Khuzaits perhaps if we now take that as an example. Theres alot of other goods that we can take in here but i dont like to learn out to many cheese techniques so to speak ^^ of which i like to adress anyways though so we get an more balanced game. But mixing it around more would be more healthy perhaps but yeah i can see the issues as there also needs to be an point why the goods price are what they are because of supply
 
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Yeah, sorry for the off topic. Concerning economy I just find high tier equipment too expensive and it hurts immersions when you and your companions are the worst equipped in the party. But somehow you manage to pay everyone food.

No need for an apology, it isn't a problem.

Although that reminds me:
Bannerman Man found the issue with top-end equipment not being produced about two months ago. @mexxico is this your area? It is literally tied into the prosperity system so I feel like some number of complains about prosperity, economy, etc. would disappear if players were able to find top-end equipment in towns.

In Viking Conquest when you were choosing a Enterprise it would give you an estimated profit and you could look at all the choices to see which one would make the most money. I really think we need that feature in BL.

The issue is that it can change, quite drastically, depending on a number of factors. While the profits have some smoothing done to them (they represent more of a rolling average, as I understand it) it is very possible for a village to stop supplying a town and in doing so increase the price of inputs. That's the sort of thing a player should be aware of as the shop is in operation.

Right now, the workshop (Others) in the Clan menu is mostly a big picture and has plenty of real estate to break down exactly where the bottleneck is on profit, so I think it should make use of it. The screen isn't being used for anything else and you have to deliberately click over in order to see it, so it shouldn't be an issue of overwhelming players who just want to know how much money they can expect daily.
 
The price of top tier equipment doesn't bother me so much. Its the complete lack of it anywhere that kills it for me. You get to clan tier 5 or 6, you've got endless money to burn but nothing to spend it on. Its very demotivating.
 
No need for an apology, it isn't a problem.

Although that reminds me:
Bannerman Man found the issue with top-end equipment not being produced about two months ago. @mexxico is this your area? It is literally tied into the prosperity system so I feel like some number of complains about prosperity, economy, etc. would disappear if players were able to find top-end equipment in towns.

I heard this as well, also why noble bows and heavy ex axes arent spawning, they said that the prosperity has to be so high to produce them that it would break the game,
The problem is I can't get a single TW person to tell me why they won't spawn or have been taken out of the game, to me that is frustrating, it's bad enough they don't spawn but it's worse when no one can tell you why
 
The price of top tier equipment doesn't bother me so much. Its the complete lack of it anywhere that kills it for me. You get to clan tier 5 or 6, you've got endless money to burn but nothing to spend it on. Its very demotivating.
+1 we need a money sink
 
The issue is that it can change, quite drastically, depending on a number of factors. While the profits have some smoothing done to them (they represent more of a rolling average, as I understand it) it is very possible for a village to stop supplying a town and in doing so increase the price of inputs. That's the sort of thing a player should be aware of as the shop is in operation.
Like I said in my previous post (same time as yours) I'm almost positive it was similar in VC. I think the player needs more upfront information like that.

Right now, the workshop (Others) in the Clan menu is mostly a big picture and has plenty of real estate to break down exactly where the bottleneck is on profit, so I think it should make use of it. The screen isn't being used for anything else and you have to deliberately click over in order to see it, so it shouldn't be an issue of overwhelming players who just want to know how much money they can expect daily.
Totally agree with this!
 
The price of top tier equipment doesn't bother me so much. Its the complete lack of it anywhere that kills it for me. You get to clan tier 5 or 6, you've got endless money to burn but nothing to spend it on. Its very demotivating.
+1

I need something to sink my millions into
 
Perhaps we need some kind of real estate tycoon mixed in to this ? we need more risky investments perhaps ? Lootboxes 100k each where you can get all from sickles to t6 armor ? xD jk ofc about the lootboxes
 
The price of top tier equipment doesn't bother me so much. Its the complete lack of it anywhere that kills it for me. You get to clan tier 5 or 6, you've got endless money to burn but nothing to spend it on. Its very demotivating.
This. More than one thousand years until I saw a high tier armor. And never saw another one for the other 100-200 days I kept playing.
 
well for some reason i see em all the time but yeah they can be a pickle to find em at times if im after something in specific
 
If we want to discuss the economy in the game, I think we all need to know how it works.

I am making some assumptions in my questions and breaking the economy down into 3 section model, raw good production, finished good conversion, and consumption. This may not be accurate, but its my best guess from what I can see in the game.

How do raw items such as grain, hardwood, etc get created: Is it based on just the villages' stats, are the stats for all the connected fiefs considered? Does price affect how much is created?

How do raw items get converted to finished items: Is it a raw conversion formula? does the price of inputs or outputs affect the conversion? Does the difference between inputs and outputs affect conversion?

How are items consumed? Does population affect consumption rates, do prices affect consumption rates? Do consumption rates drive any other changes?

Finally, what other systems affect these areas? How do raids affect each area? What does prosperity reflect? Does prosperity, security, or loyalty change rates of production, conversion, or consumption?
 
If we want to discuss the economy in the game, I think we all need to know how it works.

I am making some assumptions in my questions and breaking the economy down into 3 section model, raw good production, finished good conversion, and consumption. This may not be accurate, but its my best guess from what I can see in the game.

How do raw items such as grain, hardwood, etc get created: Is it based on just the villages' stats, are the stats for all the connected fiefs considered? Does price affect how much is created?

How do raw items get converted to finished items: Is it a raw conversion formula? does the price of inputs or outputs affect the conversion? Does the difference between inputs and outputs affect conversion?

How are items consumed? Does population affect consumption rates, do prices affect consumption rates? Do consumption rates drive any other changes?

Finally, what other systems affect these areas? How do raids affect each area? What does prosperity reflect? Does prosperity, security, or loyalty change rates of production, conversion, or consumption?
yep good summary right there and dont forget about the demand for that product during war by the soldiers
 
Perhaps we need some kind of real estate tycoon mixed in to this ? we need more risky investments perhaps ? Lootboxes 100k each where you can get all from sickles to t6 armor ? xD jk ofc about the lootboxes
sort of like smithing, like that buy expensive components and have a chance of getting tier 4,5 or 6 armor, so your gambling with goods to try and get the best armor
 
If we want to discuss the economy in the game, I think we all need to know how it works.

I am making some assumptions in my questions and breaking the economy down into 3 section model, raw good production, finished good conversion, and consumption. This may not be accurate, but its my best guess from what I can see in the game.

How do raw items such as grain, hardwood, etc get created: Is it based on just the villages' stats, are the stats for all the connected fiefs considered? Does price affect how much is created?

How do raw items get converted to finished items: Is it a raw conversion formula? does the price of inputs or outputs affect the conversion? Does the difference between inputs and outputs affect conversion?

How are items consumed? Does population affect consumption rates, do prices affect consumption rates? Do consumption rates drive any other changes?

Finally, what other systems affect these areas? How do raids affect each area? What does prosperity reflect? Does prosperity, security, or loyalty change rates of production, conversion, or consumption?
Ok so lets deal with this a workshop buys raw materials off the market and converts it and puts it back.


Food consumption comes from prosperity.


Raiding and workshops affect the economical structure of everything raids mostly in that the raw material is harder to get and buying a bunch of the same workshops in the same area or town will cause it to make little income
 
If we want to discuss the economy in the game, I think we all need to know how it works.

I am making some assumptions in my questions and breaking the economy down into 3 section model, raw good production, finished good conversion, and consumption. This may not be accurate, but its my best guess from what I can see in the game.

How do raw items such as grain, hardwood, etc get created: Is it based on just the villages' stats, are the stats for all the connected fiefs considered? Does price affect how much is created?

How do raw items get converted to finished items: Is it a raw conversion formula? does the price of inputs or outputs affect the conversion? Does the difference between inputs and outputs affect conversion?

How are items consumed? Does population affect consumption rates, do prices affect consumption rates? Do consumption rates drive any other changes?

Finally, what other systems affect these areas? How do raids affect each area? What does prosperity reflect? Does prosperity, security, or loyalty change rates of production, conversion, or consumption?
that would be nice to know maybe I can get @mexxico when he has free time to give me a detailed dev explanation for it
 
sort of like smithing, like that buy expensive components and have a chance of getting tier 4,5 or 6 armor, so your gambling with goods to try and get the best armor
would been immersion breaking though for me in this one :smile: but yeah could work in an WoW bannerlord mod
 
problems sustains though that horses doesnt take account when lords upgrades from what ive heard. Which wouldnt be accounted for in their regions economy if ive got it right. Being back on horsetrading again of which was my last profession xD but is an important factor to if we now talk supply and demand
 
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