Well, surely that depends what you're doing?The early game shouldn't be about ammassing wealth is my point. Having a hard cap on how much money you can carry shouldn't really affect the early game at all, since even in the base game you barely ever spend more than a few hundred denars at a time.
If you decide to be a trader, travelling from town to town buying and selling things for a profit, then amassing wealth is precisely what the early game will be about? I mean, you'll probably want to invest your early profits back into your trading operation: buying more pack animals; paying for some caravan guards, perhaps; moving towards trading in higher-value goods. But ultimately, you're playing as a trader because you want to get rich.
I agree with you in that getting rich doesn't necessarily mean you have to have a treasury full of coins. But in that case, the game needs to allow you to invest in stuff - put your money into property, or something. Or money lending? Something that will give you a return on your investment when you want to sell it, anyway. Simply changing workshops back to how they were in Warband would go a long way towards achieving that (removing the cap on how many you can own); it would also allow you to have stashes there; and it would introduce (re-introduce?) some actual gameplay element, player input, into running a business.
The game will basically have to be broken in order to fix it. There is no way for taleworlds to tweak and balance their way out of the current game mechanics.
Couldn't agree more with this. What I meant was that, by introducing currency as a physical item in the game, you will break some of the current systems. And you would need to fix them by introducing several new supporting mechanics, as well as changing other mechanics, in order to make it work. And going back to your earlier point, having a finite amount of hard currency that's flowing around in the gameworld would be an important part of that. It would absolutely be worth doing.
Last edited: