Sweynforkbeard
Squire
How would you achieve this?Want that t5 only army? Sure, but that's for the endgame. Otherwise you're going to have to rely on lower tier troops you can actually afford.
How would you achieve this?Want that t5 only army? Sure, but that's for the endgame. Otherwise you're going to have to rely on lower tier troops you can actually afford.
When I tried this (I think a 500% increase?) every single clan went broke and it had weird knock-on effects, so most garrisons were 95% militia and lord parties were tiny. The real monsters on the field were the minor factions which apparently don't pay their "native" troops?I feel like making troops radically more expensive would have been it. Again, expensive troops, cheaper gear. Make army management feel like a real concern... but I'd also like all sorts of features added to make maintaining an army more interesting and engaging beyond just having food and being able to pay them.
How would you achieve this?
No it would not.I'm not HMJ but:
1. A baseline 66-150% increase for the wages of troops.
2. Decrease the income gains from loot (XP gains are fine) down to around a third of what they are now.
3. A modest increase in income gains from fiefs.
4. A blanket 50-75% decrease in garrison wages, off the top, before any perks are applied.
5. The Charm and Leadership passive effect reducing troop wages by a certain percent.
6. Each supporter of the player clan in a fief or its attached villages reducing garrison troop wages by 3-5% or so.
Napkin math and ballpark figures but the sum total effect would be to make a running an all-T5/T6 power party financially unsustainable. Fighting lords constantly is far less lucrative (from loot selling) and running such a party is cost prohibitive. As the player gains fiefs, they have incentive to garrison troops in them, which creates a sort of peacetime "demobilization" and opens the space up for small party quests and actions to remain relevant. Gaining supporters to further reduce the wages in times of peace would create an environment where long-term fiefs became more financially lucrative while conquests have to be invested in before they create a return. But it would be worth the effort because there would still be a progression if players couldn't go all-T5/T6 out of the gate.
The decrease in garrison wages would also help the AI from going broke and faceplanting as a result.
Yeah, like I said, I'm not wed to the specific numbers because I was going by own playthroughs. It usually takes me until around day 120 before I'm a multimillionaire, so you're better at the game than me. But my party wages are usually higher than 2.1k at that point too.No it would not.
I am on day 78. Ignoring what I have spend on gear, troops etc. my cash + inventory is worth 2,6 mill. So, reduce that to onethird and it would come out to 850k. My daily wages are 2,1k. If we double that and assumed that I have had this for the entire period (obviously not), that would come out at roughly 150k additional expenses.
So, my net income would be down to roughly 700k or or 9k per day.
I don't see how?What it would likely do instead is to make any other way of playing, in a martially oriented manner, obsolete.
My overriding priority is to always keep my party intact; so I dont take on enemies that are numerically superior, by a large margin, as it is.Yeah, like I said, I'm not wed to the specific numbers because I was going by own playthroughs. It usually takes me until around day 120 before I'm a multimillionaire, so you're better at the game than me. But my party wages are usually higher than 2.1k at that point too.
I don't see how?
Players can still rob caravans and raid villages with a much smaller party, definitely snipe all but the biggest lord parties and probably snipe under-garrisoned fiefs using (much cheaper) T3/T4 parties. They wouldn't be able to go head-up against full stacks, that's true, but you don't need to in order to progress. And by building up Leadership/Charm, thing would get back to the level we have right now. It would just take longer to reach that point.
I mean obviously I would adjust the parameters of everything else in such a way as to make it feasible... though I do not know how. Frankly, I would not care if AI get a massive income bump to let them remain somewhat competitive. This whole 'plays by player rules' thing is overrated.When I tried this (I think a 500% increase?) every single clan went broke and it had weird knock-on effects, so most garrisons were 95% militia and lord parties were tiny. The real monsters on the field were the minor factions which apparently don't pay their "native" troops?
Something like this ye.I'm not HMJ but:
1. A baseline 66-150% increase for the wages of troops.
2. Decrease the income gains from loot (XP gains are fine) down to around a third of what they are now.
3. A modest increase in income gains from fiefs.
4. A blanket 50-75% decrease in garrison wages, off the top, before any perks are applied.
5. The Charm and Leadership passive effect reducing troop wages by a certain percent.
6. Each supporter of the player clan in a fief or its attached villages reducing garrison troop wages by 3-5% or so.
Napkin math and ballpark figures but the sum total effect would be to make a running an all-T5/T6 power party financially unsustainable. Fighting lords constantly is far less lucrative (from loot selling) and running such a party is cost prohibitive. As the player gains fiefs, they have incentive to garrison troops in them, which creates a sort of peacetime "demobilization" and opens the space up for small party quests and actions to remain relevant. Gaining supporters to further reduce the wages in times of peace would create an environment where long-term fiefs became more financially lucrative while conquests have to be invested in before they create a return. But it would be worth the effort because there would still be a progression if players couldn't go all-T5/T6 out of the gate.
The decrease in garrison wages would also help the AI from going broke and faceplanting as a result.
That's the idea, yes.This is going to be downright impossible. You would need to dial down loot so hard that you would reach a point where an army basically goes from a profit center to a cost center. In all likelihood, you would end up at a point where you would need to turn to other sources of revenue from trade, quests and fiefs to operate (smithing really).
I just realized that it wasn't entirely clear, but the increase to troop wages would be scaled -- lower-tier troops have a lesser increase while high-tier ones get bumped proprotionately even higher.If you reduce the potential income from loot it will not only affect highcost parties, it will also affect your T3/T4 parties. Basically, you would have to strike a balance where the cost difference between a highcost party and a midtier party would be sufficiently large that it would compensate for the midtier party
When I tried this (I think a 500% increase?) every single clan went broke and it had weird knock-on effects, so most garrisons were 95% militia and lord parties were tiny. The real monsters on the field were the minor factions which apparently don't pay their "native" troops?
I'm not HMJ but:
1. A baseline 66-150% increase for the wages of troops.
2. Decrease the income gains from loot (XP gains are fine) down to around a third of what they are now.
3. A modest increase in income gains from fiefs.
4. A blanket 50-75% decrease in garrison wages, off the top, before any perks are applied.
5. The Charm and Leadership passive effect reducing troop wages by a certain percent.
6. Each supporter of the player clan in a fief or its attached villages reducing garrison troop wages by 3-5% or so.
Napkin math and ballpark figures but the sum total effect would be to make a running an all-T5/T6 power party financially unsustainable. Fighting lords constantly is far less lucrative (from loot selling) and running such a party is cost prohibitive. As the player gains fiefs, they have incentive to garrison troops in them, which creates a sort of peacetime "demobilization" and opens the space up for small party quests and actions to remain relevant. Gaining supporters to further reduce the wages in times of peace would create an environment where long-term fiefs became more financially lucrative while conquests have to be invested in before they create a return. But it would be worth the effort because there would still be a progression if players couldn't go all-T5/T6 out of the gate.
The decrease in garrison wages would also help the AI from going broke and faceplanting as a result.
No it would not.
I am on day 78. Ignoring what I have spend on gear, troops etc. my cash + inventory is worth 2,6 mill. So, reduce that to onethird and it would come out to 850k. My daily wages are 2,1k. If we double that and assumed that I have had this for the entire period (obviously not), that would come out at roughly 150k additional expenses.
So, my net income would be down to roughly 700k or or 9k per day.
What it would likely do instead is to make any other way of playing, in a martially oriented manner, obsolete.
What is needed is to create an environment where there is room to play in a more casual stile and where you can still achieve notable progress. Aka, make gear cheap enough that it feels rewarding to focus on levelling and gearing up you and your companions before you venture into allout war.
But then, if the gear stuff wasn't so grossly inflated, would we have such amount of money in game to begin with ?What else are we going to do with the money in game? Not like there's anything to spend it on/with besides that. If money was hard to gain, I can see it being a larger issue but with how they set things up, you can top-up your companions in no time and still have time to accumulate more before the next tier unlocks.
I dont actually agree with that endgoal. The reason that I dont is that I find that the game already encourage you to speed to the endgame enough as it is.That's the idea, yes.
By time you don't have to give a damn about any of that, you're at endgame and can finally afford the blinged-out party. If you don't agree with that as a desirable goal, fair enough, but you asked how it could be achieved.
I guessed that, though I doubt it would really matter. As it is, I would probably still go full T6, even if everything below was free.edit:
I just realized that it wasn't entirely clear, but the increase to troop wages would be scaled -- lower-tier troops have a lesser increase while high-tier ones get bumped proprotionately even higher.
Day 78 and 2,6 millions in cash+inventory really sounds like someone is using exploits (full khan’s guard or full fian champion army). Not saying that getting this money is impossible without going full OP units, but you are probably going to find it much harder to achieve if you do not exploit the game going full archers army.
Yeah..except, I am actually argueing FOR cheaper gear prices...“My overriding priority is to always keep my party intact”
I can see now why you argue in favor of OP Kahn’s Guard and Fian Champion in other threads. Then you argue about how easy is to get money in this game. This is unbelievable xD.
Yeah..except, I am actually argueing FOR cheaper gear prices...
To make other options, than going full on T6 lordhunting, more attractive. I dont care that that would still be the most optimal choice, no more than I cared that you could become insanely rich from smithing. What I do care about is that there are other ways of playing that can provide a reasonable pace of progression.
Lower gear prices (and availability) would help opening up an option to go for gearing up you and yours; before moving into mid-lategame. So, I am for that.
Because there is a lack of other decent alternatives. As a warlord you have one option available to you and that is to fight an obscene number of battles to progress. So, as long as the game require you to fight as much, as it does, then you are going to need a set up that will help you do that; and that would be T6s (primarily Fians or KGs).Talking again about the player’s money inflation issue, it is 100% related to exploits and unbalances, and I really do not get why you want to keep in game units like fians or Khan’s Guard which clearly make the game too easy, and bring clear issues like player’s money inflation issue, which devs try to fix increasing gear cost (which is ironically worse for money inflation at the same time).
It's quite plain that "end game goals" is the intent, because a save file is represented by a 3d model of your decked out character, just like the World of Warcraft character select screen. WoW made "gear progression" work with magic items that boost your character's stats, but it doesn't work in Bannerlord because they have to stick to believable Low Middle Ages capabilities.End game goals and sh*t man.
But yeah seriously I don't understand why they do things this way. Troops, kingdom management and all that should be end game goals. Not armour ffs.
Because there is a lack of other decent alternatives. As a warlord you have one option available to you and that is to fight an obscene number of battles to progress. So, as long as the game require you to fight as much, as it does, then you are going to need a set up that will help you do that; and that would be T6s (primarily Fians or KGs).
So, I dont see them as OP (much) but rather everything else as underpowered. The way the game work; you need to steamroll everything to get a decent pace of progression.
Its a game where you repeat the same activity over and over and over again. It cannot sustain insanely long campaigns other than for the most mentally resistant (or challenged) individuals.
Yes, it is entirely possible to set your own limits. I dont smith either (doesnt make sense + its boring). I do, however, use archers but on the other hand I never retreat from a fight.I disagree. I always set some limits for myself for making the campaign more challenging.
- I do not use smithing
- I do not recruit Khan’s Guard/Fians
- I do not spam archers
- I do not use any exploit
The result is a more challenging game, still pretty much doable (and easy) where I simply cannot farm lords from day 50. The “need for steamroll everything” is just the way you enjoy playing the game.
Yes, it is entirely possible to set your own limits. I dont smith either (doesnt make sense + its boring). I do, however, use archers but on the other hand I never retreat from a fight.
But, this whole archer thing is overblown. They are good for early farming but once you start conquering stuff those palty numbers you bring are not going to change a damn thing. Hell, in my current campaign I have carved through Battania and only 76 of my men are Fians. Despite that, all sieges are still with single digit losses army wide.
Influence, and control over the voting system, is the only mechanism that truely matter beyond the early farming stage.
They dont make a damn bit of difference. What matters is Numbers; it is nearly totally irrelevant what you bring to a siege as long as you bring plenty of it.On the other hand, I totally disagree with your reasoning about archers do not being decisive in late game. I can easily show you the big impact of having 200 fians in your army, compared to having other kind of unit. Archers are pretty damn effective and easily to keep alive, which makes battles in early/mid/late game much easier than they should.
And there are no other goals worth pursuing early game; other than building and army that can trash everything. Maybe decent prices on gear could help solve that problem.Lastly, keeping in mind that there are tons of players who mostly enjoy early and mid campaign (because late game is probably the worst part of this game and feels incomplete), having units which make the game feels pretty unbalanced in early/mid game is for sure a serious issue.