...katie916 said:ended up cheating spent roughly around 6mil on land
This Bank system was inspired by the Bank of Calradia v2.0 by Garnier, Keedo420 and lazeras. My system is a complete rework and aims to better fit the athmosphere of a medieval setting. It consists of 2 key parts - Moneylenders, which allow you to borrow money based on your relationship with the city and your standing in the realm and Landowners, which will sell you land based on the towns prosperity. The entire land system is heavily influenced by prosperity and population in a city
As you can see the capitols are getting a random population of 18000-22000 people (1000-10.000 in brytenwalda), while other cities are assigned a value between 8000-12000 folks (400-2000 in Brytenwalda). Over the course of the game this can change, because population remains dynamic (based on prosperity) and i did not put any more regulation on it than: no larger than 30000, no smaller than 5000. What you can also see in this code section is the amount of acres a town begins with - the thought is rather simple, this land is supposed to be able to support a cities population and i decided that 1 acre can support 200 people. A town will begin with sufficient land for its people.
As long as the prosperity is between 40 and 60, there is no change, as soon as it goes above or beyond the following happens:
Prosperity - 60 (or 40) / 50 * 3 = change multiplier Change multiploer * Population / 100 = Change in population
After this bit, it continues to calculate land demand and consequences due to that. 200 people warrant 1 acre of land - so if the population grows the AI will eventually build more acres (every 2 weeks) or remove them, though the removal of land will only happen if there is a surplus of 20 acres compared to what is needed to support the population. The consequences for the player are a different matter - here we dont automatically buy or sell land, but alter the money he gets based on supply and demand. If all is in balance, the player receives a rent of X (Prosperity - 50 + 100 - Surplus) denars for every acre he owns - if a surplus exists, every acre above the required amount causes a penalty of -1 , which is applied to the overall rent of all acres, should the surplus be larger than 15 acres then the acres outside of the 15 surplus range are not rented anymore and the player has to pay upkeep for them (50 denars each). All his other acres receive the calculated X denars rent instead of 100. I am not entirely happy with the surplus penalty or even the entire supply and demand system for acres - so there might be change in the future. In fact, do contact me, if you come up with a good system that offers both a reasonable chance of revenue as well as some risk.
Addtionally to this 2 week trigger, there is also a 1 hour trigger, which handles debt.
Most likely, yes.Noveras said:So the reason why my income for 10 acres of cultivated land in one of the city drop from 1100 a week(a month not sure) to 980 because of the prosperity dropping?
Idibil said:I am interesting in know players opinion for balance is this feature.
If you get money too early (and too money), maybe it is need ajust times and quantity. Do this feature game too easy?
Drythis said:I have a question: If you accumulate 2 weeks worth of money on land, and you don't get there to collect until 4 weeks later, do you get 4 weeks or just the 2? I'm guessing the 4, but I haven't played for a while. :p
armyman_83 said:I am fairly certian that without owning land the game would be way too hard. I have one city, five castles, and villiages but the cost of protecting them is crazy. Then Tax Inefficiecy is like 9,000 gone...I wish there was a way to change this....
mikkel the great said:Well, I got an army of roughly 91 men constantly, I am the ruler of a single village, I have a brewery and 30 acres of land in a city. The brewery along with the fiefs taxes can almost systain my army (its made out of ****, from top to buttom.) the land makes for the last bit. Looting however is clearly my primary source of income. A cattle herd of 12 can earn you a metric ****ton if you sell the hides and meat in 3-4 cities. I usualy just keep it to 3 at max.