It's been awhile. Might as well talk about villages.

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Well first off, it's been ages since i've been here to Taleworld Forums. So long that I had to make a new account because my old one stopped existing somewhere..

Anyways, just enjoying the game and finding interesting things. My topic of discussion for this will be why some villages produce what they produce. Such as why is the village of Chornad, next to Jaculan in Vlandian territory a fishing village? It's nestled in the mountains not near any water, so unless there's some kinda underground sea-cave they're using for fish, or if they're taking a long march to the river/sea's around Jaculan, I don't think they'd have enough fish to warrant being a fishing village. I'd post a screen but I've gotta wait 24-25 hrs since I have to live with this new forum account.

I've also seen lot's of other strange production for various villages. Just wondering what others think. I assume they'll be picked apart later down the road and have their productions reworked, but I can understand there's far more pressing issues to handle during Early Access than some bonkers village production.
 
Yeah, I know what you mean. Something that could use some adjusting. Welcome back, by the way. I'm new here so we've never met, but hey, welcome back anyway.
 
Well first off, it's been ages since i've been here to Taleworld Forums. So long that I had to make a new account because my old one stopped existing somewhere..

Anyways, just enjoying the game and finding interesting things. My topic of discussion for this will be why some villages produce what they produce. Such as why is the village of Chornad, next to Jaculan in Vlandian territory a fishing village? It's nestled in the mountains not near any water, so unless there's some kinda underground sea-cave they're using for fish, or if they're taking a long march to the river/sea's around Jaculan, I don't think they'd have enough fish to warrant being a fishing village. I'd post a screen but I've gotta wait 24-25 hrs since I have to live with this new forum account.

I've also seen lot's of other strange production for various villages. Just wondering what others think. I assume they'll be picked apart later down the road and have their productions reworked, but I can understand there's far more pressing issues to handle during Early Access than some bonkers village production.
Trout fishing takes place in mountain rivers, some productions might be wierd, having really looked into it, there do need to be a game balance though.
 
Well first off, it's been ages since i've been here to Taleworld Forums. So long that I had to make a new account because my old one stopped existing somewhere..

Anyways, just enjoying the game and finding interesting things. My topic of discussion for this will be why some villages produce what they produce. Such as why is the village of Chornad, next to Jaculan in Vlandian territory a fishing village? It's nestled in the mountains not near any water, so unless there's some kinda underground sea-cave they're using for fish, or if they're taking a long march to the river/sea's around Jaculan, I don't think they'd have enough fish to warrant being a fishing village. I'd post a screen but I've gotta wait 24-25 hrs since I have to live with this new forum account.

I've also seen lot's of other strange production for various villages. Just wondering what others think. I assume they'll be picked apart later down the road and have their productions reworked, but I can understand there's far more pressing issues to handle during Early Access than some bonkers village production.
Word. Same with villages producing cotton in the middle of snow. Or beer in the middle of the desert. :mrgreen:
 
Word. Same with villages producing cotton in the middle of snow. Or beer in the middle of the desert. :mrgreen:
Well river and creek fishing as mentioned above
Snow goes away when spring comes.
Beer is made from grain, do you think they can't grow grain in the desert? Its basically a weed that we learned how to turn into bread it grows everywhere.
 
Yeah, I know what you mean. Something that could use some adjusting. Welcome back, by the way. I'm new here so we've never met, but hey, welcome back anyway.
Thanks! I saw your post earlier, good luck in your quest, and I'm glad to make your acquaintance. I'll be rooting for you from the sidelines.

Trout fishing takes place in mountain rivers, some productions might be wierd, having really looked into it, there do need to be a game balance though.
Yeah I was thinking this was the only logical solution to it, maybe a stream we can't see that runs from that villages mountain towards the nearby main estuary? Overall it's more amusing to me than anything right now to guess and come up with wild reasons as to why things are where they are.
 
Thanks! I saw your post earlier, good luck in your quest, and I'm glad to make your acquaintance. I'll be rooting for you from the sidelines.


Yeah I was thinking this was the only logical solution to it, maybe a stream we can't see that runs from that villages mountain towards the nearby main estuary? Overall it's more amusing to me than anything right now to guess and come up with wild reasons as to why things are where they are.
Yep in Warband alot of my "issues" (things i would wonder about) were, WHY WOULD THEY PUT A CITY OR CASTLE THERE. Thats gotten better in Bannerlord. Most major cities or important cities in the last 2-3000 years have had direct sea access (or very large lake, those do tend to have sea acess aswell though), by being either being in a bay or next to a large river running directly to the ocean. In Warband some city locations made little sense, but i accept it, cause to balance a game, sometimes things need to not make sense. Would be fun with an even more detail trade system for me, like beer needs grain, but it would also benefit from pottery, it would be fun if shops took stuff like that into account, like a smithy needs both wood, iron and oil. ect…. but i do think it would make the game unnecesarily complicated
 
Cotton only needs 4-5 months of "Warm" weather to grow, sunlight and 500mm of Rain yearly.

Contrary to popular belief, Large chunks of Canada, Scandinavian Territory and Russia see that. It's only the furthest north locations that don't.

Given that there is most definitely a "Northern" part of the map of Calradia we can't see, where the Nords hail from, it's not hard to believe that the Cotton Villages located in Sturgia (And I think some Khuzait?) could have a long enough summer to produce cotton.

Maybe not optimally, or as well as in the south, But it's definitely a much needed commodity for a Medieval empire. That said, it would most definitely be supplemented by Furs, Wool and Hides, which we also see. Both historically and in Calradia.
 
Yep in Warband alot of my "issues" (things i would wonder about) were, WHY WOULD THEY PUT A CITY OR CASTLE THERE. Thats gotten better in Bannerlord. Most major cities or important cities in the last 2-3000 years have had direct sea access (or very large lake, those do tend to have sea acess aswell though), by being either being in a bay or next to a large river running directly to the ocean. In Warband some city locations made little sense, but i accept it, cause to balance a game, sometimes things need to not make sense. Would be fun with an even more detail trade system for me, like beer needs grain, but it would also benefit from pottery, it would be fun if shops took stuff like that into account, like a smithy needs both wood, iron and oil. ect…. but i do think it would make the game unnecesarily complicated
Ah a fellow fan of the economy I see. As a dude whose spent most of his hours in Bannerlord trading, I would enjoy that greatly, but it would indeed get rather complicated. Anything related to improving trade or making it more in-depth is always a plus in my eyes though.

Also yeah the castle and city placements seem much more feasible in bannerlord than in warbands. Now they just need to add a way for me to sail some boats around like in Viking conquest, so I can enjoy being a Sea Raider properly!

Given that there is most definitely a "Northern" part of the map of Calradia we can't see, where the Nords hail from, it's not hard to believe that the Cotton Villages located in Sturgia (And I think some Khuzait?) could have a long enough summer to produce cotton.
The only two cotton villages i've seen so far were in the Northern empire/Southern empire border around Myazit or whatever that city was called, and that seemed perfectly feasible. I haven't had issues with where most things are placed, but seeing that fishing village nearly sitting on top of a mountain peak is what started my curiosity for other peoples thoughts on the village situation as a whole.

I've also noticed theres quite a few villages with differing production and map graphics, Ex: a village that produces grapes or grain will have sheep for their little exterior village graphic, but after looking at the Known Issues I'm pretty sure the devs are already aware of that.
 
Ah a fellow fan of the economy I see. As a dude whose spent most of his hours in Bannerlord trading, I would enjoy that greatly, but it would indeed get rather complicated. Anything related to improving trade or making it more in-depth is always a plus in my eyes though.

Also yeah the castle and city placements seem much more feasible in bannerlord than in warbands. Now they just need to add a way for me to sail some boats around like in Viking conquest, so I can enjoy being a Sea Raider properly!
Sadly we will have to wait for DLC for that, but i dont mind too much, its a great thing to look forward to, when it becomes DLC time i hope they add Nords (and their homeland) and something inspired by either Carthage or Greece and their homeland. that way, we would get two new factions and reasons to use boats, atm in Calradia, Theres not much use for boats as the player, though there would definitely be coastal trading, it would be pointless most of the time for the player when you can go there by foot/horse.
 
Sadly we will have to wait for DLC for that, but i dont mind too much, its a great thing to look forward to, when it becomes DLC time i hope they add Nords (and their homeland) and something inspired by either Carthage or Greece and their homeland. that way, we would get two new factions and reasons to use boats, atm in Calradia, Theres not much use for boats as the player, though there would definitely be coastal trading, it would be pointless most of the time for the player when you can go there by foot/horse.
True for the most part, however I do think in some places having boat travel would be useful, such as that Inland sea between the empire and the Aserai desert, or make it so you can sail around the bigger rivers just like the Vikings did back in the day to get to Constantinople, but as you said thats stuff for a DLC one day no doubt.

And I'd personally love to see anything Greek or Carthaginian culturally in Bannerlord, heck any crazy new culture would be fine by me, I'm already enjoying what we have as is. More fuel for the fires of war and trade!
 
The only two cotton villages i've seen so far were in the Northern empire/Southern empire border around Myazit or whatever that city was called, and that seemed perfectly feasible. I haven't had issues with where most things are placed, but seeing that fishing village nearly sitting on top of a mountain peak is what started my curiosity for other peoples thoughts on the village situation as a whole.

I've also noticed theres quite a few villages with differing production and map graphics, Ex: a village that produces grapes or grain will have sheep for their little exterior village graphic, but after looking at the Known Issues I'm pretty sure the devs are already aware of that.

Mazhadan is a Cotton village in Sturgia, Between Varcheg and Omor. I also believe there are 2-3 Cotton Villages up by Tyal, in the Khuzait region. Which based on the Calradian Summer, seem perfectly feasible.

I think Sturgia needs a few more Iron/Hardwood villages though. One of their Faction flavors in lore for trading, but they seem to only have 1 Hardwood village and maybe 2 ore villages.
 
Mazhadan is a Cotton village in Sturgia, Between Varcheg and Omor. I also believe there are 2-3 Cotton Villages up by Tyal, in the Khuzait region. Which based on the Calradian Summer, seem perfectly feasible.

I think Sturgia needs a few more Iron/Hardwood villages though. One of their Faction flavors in lore for trading, but they seem to only have 1 Hardwood village and maybe 2 ore villages.
Ahh, I haven't done much trading in cotton, so I've not really paid it much mind, but I do see that as perfectly feasible. And yeah, I hope they'll eventually tweak a few of the villages around the map to be more lore-focused and maybe even more region-exclusive beyond what it already is, so trading will have an even bigger impact.
 
Well river and creek fishing as mentioned above
Snow goes away when spring comes.
Beer is made from grain, do you think they can't grow grain in the desert? Its basically a weed that we learned how to turn into bread it grows everywhere.
Actually, you're right, there was no village producing beer of course since it's a manufactured product. I must have dreamt that. Or I was confused that "not-Sarracens" were manufacturing massive amounts of beer. :mrgreen: But I suppose there is no in-game indication that the Aserai have a religion that frowns upon drinking alcohol so that's ok.


Cotton only needs 4-5 months of "Warm" weather to grow, sunlight and 500mm of Rain yearly.

Contrary to popular belief, Large chunks of Canada, Scandinavian Territory and Russia see that. It's only the furthest north locations that don't.

Given that there is most definitely a "Northern" part of the map of Calradia we can't see, where the Nords hail from, it's not hard to believe that the Cotton Villages located in Sturgia (And I think some Khuzait?) could have a long enough summer to produce cotton.

Maybe not optimally, or as well as in the south, But it's definitely a much needed commodity for a Medieval empire. That said, it would most definitely be supplemented by Furs, Wool and Hides, which we also see. Both historically and in Calradia.
Sure, Scandinavia really is the most appropriate place to grow cotton and not India... :roll:

There are also 3 regions in permanent snow that produce flax, at least.

These are a minor issues, of course. I generally like the flavour of the map.
 
Sure, Scandinavia really is the most appropriate place to grow cotton and not India... :roll:

There are also 3 regions in permanent snow that produce flax, at least.

These are a minor issues, of course. I generally like the flavour of the map.

Which is exactly why I said

"Maybe not optimally, or as well as in the south, But it's definitely a much needed commodity for a Medieval empire. That said, it would most definitely be supplemented by Furs, Wool and Hides, which we also see. Both historically and in Calradia. "

Which you also quoted. and based on the Calradian map, Sturgia is Denmark/North Germany/Poland. And not actually Scandinavia if the European inspired lay out is to be believed.
 
Which is exactly why I said

"Maybe not optimally, or as well as in the south, But it's definitely a much needed commodity for a Medieval empire. That said, it would most definitely be supplemented by Furs, Wool and Hides, which we also see. Both historically and in Calradia. "

Which you also quoted. and based on the Calradian map, Sturgia is Denmark/North Germany/Poland. And not actually Scandinavia if the European inspired lay out is to be believed.
My point being that a village just shy of permanent snow shouldn't be specializing in cotton. It's not impossible but it doesn't feel thematic. And a village in permanent snow shouldn't be specializing in flax or sheep or cows. I mean, sure they could just import all the fodder but... doesn't really make much economic sense. The thing is there shouldn't be whole thriving civilizations in permanent snow areas. So we just have to assume the map is representative and those snow areas in the summer aren't actually full of snow.
 
My point being that a village just shy of permanent snow shouldn't be specializing in cotton. It's not impossible but it doesn't feel thematic. And a village in permanent snow shouldn't be specializing in flax or sheep or cows. I mean, sure they could just import all the fodder but... doesn't really make much economic sense. The thing is there shouldn't be whole thriving civilizations in permanent snow areas. So we just have to assume the map is representative and those snow areas in the summer aren't actually full of snow.
Division of labor didn't exist in medieval times, nor was it generally a good idea to just go "oh well X from the south makes it so we don't have to" because you might be at war with said person, or the merchants just might not go to your area. Most places in medieval times strove for self sufficiency.
 
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