Currently the city produces only items with prices equal or less than city's gold as @Medivhtratos mentioned. The gold of a city always tries to become Note that this changes by trade penalty and supply demand.
However, some crafted items are priced very high 50K+ (which is intended as a goal for the end game) and these can only be created with cities with very high prosperity.
There is a reason behind this, if these items would spawn there would be chance which the cities would buy these (for their own consumption) and bankrupt themselves. We will try to create well defined exceptions for these cases and change the consumption behavior to ignore some of the high priced items while consuming. So the items can spawn nevertheless, and decayed by the recycling system(same one which decays the high priced player-crafted-items) to keep it dynamic.
Hi @SadShogun, I have created this thread for complaining about the decision for keeping high tier equipment as a goal for end game, which I and a lot of players find to be a pretty bad decision which does not bring anything good for the game:
Instead developing new complex mechanics for keeping these insanely expensive armors, please consider the option of decreasing high tier equipment. Just add master work and Lordy quality armors if you want to keep some equipment as a goal for end game but please do not make it for regular armor which is used by regular units.
If reducing costs is something you do not want to do because it could hurt AI lords economy, here I have some suggestions for this:
- Decrease or remove trade penalty for lords while selling loot of any.
- Increase fiefs income.
- Give lords more income sources.
Plus, you can find here how a player modded the game to easily deal with this issue and make equipment available in towns at a reasonable price: