It's clear that the coders who wrote F&S didn't understand how the income system worked in M&B. Their income system is actually seperate from M&Bs and they broke the dialogue screen that shows your income.
That breaks a bunch of stuff, and indicates that they probably did some things wrong because they aren't using the existing (semibroken) systems.
If you remember the old income report, it would show you your taxes from holdings, wages, etc. They've replaced it with a screen that only shows debts and investments.
There were some major problems with the old economy system - the main one being that it calculated your army cost at week beginning hour 0, so if you had a tiny army at that moment you paid nothing for the week. Very exploitable, and unfair.
This system though just seems to be moderately broken, and doesn't use the in-game income system.
I also can't see how much I am paying for garrisoned troops, and worse the $*#($*@#$ popups on maintenance day are going to drive me nuts.
Anyhow, yeah so income has issues. I have a fortress and town, and the net income from the fortress is about twice the cost of a stable weekly. Include the upkeep of other things and I lose about 8k a week owning a fortress and a town.
Granted, I can cheese the game by dropping a single velvet in a town where velvet sells for cheap, then run a caravan from that town to a town where velvet sells for a grand, but I might as well be using cheat codes to add cash for the realism and challenge that provides.
Caravans need to be reinvented. They should be an investment that increases the trade revenue for a city, and be available per commodity and 'need' - but that's a whole other story.
That breaks a bunch of stuff, and indicates that they probably did some things wrong because they aren't using the existing (semibroken) systems.
If you remember the old income report, it would show you your taxes from holdings, wages, etc. They've replaced it with a screen that only shows debts and investments.
There were some major problems with the old economy system - the main one being that it calculated your army cost at week beginning hour 0, so if you had a tiny army at that moment you paid nothing for the week. Very exploitable, and unfair.
This system though just seems to be moderately broken, and doesn't use the in-game income system.
I also can't see how much I am paying for garrisoned troops, and worse the $*#($*@#$ popups on maintenance day are going to drive me nuts.
Anyhow, yeah so income has issues. I have a fortress and town, and the net income from the fortress is about twice the cost of a stable weekly. Include the upkeep of other things and I lose about 8k a week owning a fortress and a town.
Granted, I can cheese the game by dropping a single velvet in a town where velvet sells for cheap, then run a caravan from that town to a town where velvet sells for a grand, but I might as well be using cheat codes to add cash for the realism and challenge that provides.
Caravans need to be reinvented. They should be an investment that increases the trade revenue for a city, and be available per commodity and 'need' - but that's a whole other story.