Think they're trying hard to break the player economy ?

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Must admit
Beta 1.42




Tannery workshops are now only giving 5-50 daily return down from 200-400 my 4 workshops in total which cost around 14k each today gave me 76 income in total thats 76 for all 4 less than 20 each
While 400+ was a little generous the reduction is way too severe






Mods used
Banner tweaks Modlib Improved Garrisons Diplomacy fixes Lets Battle in the morning loot overhaul unlock DLL Banner peasants Realistic Battle Mod


I must admit I've sold all the tannery's and bought some other workshops including a different tanner
and these were the incomes once they'd settled down


Clothier 169
Iron smith 361
Carpenter 107
Tanner 38

So not quite as bad as I first said as I thought it had affected all the workshops I'll be selling the tanner of course
 
That is true, now with actually non-profitable workshops/caravans it will take much more time before You’ll be able to gather good party enough to help the others. Without selling javelins seems almost impossible :smile: Sturgia might not survive that long but need to check :smile:

In my 1.4.1 play through Sturgia was gone within one in game year. Vlandia had taken all of their territory, aside from the fief closest to Khuzait territory. That fief defected and joined Khuzait. That all happened in less than a year.

Khuzait doubled their property within 2 years.

I joined Battannia as a vassal and received 1 castle and one city in three years.

When I formed my kingdom I took 2 clans from Battania with me so I now had 3 towns and 5 castles.

Vlandia took the rest of Battania, so they had all of their original territory, all of Sturgian territory except one town, and 1/3 of Battanian original territory.

Within three years Vlandia and Khuzait owned 1/3 of the map each. The other third was shared between the other 4 surviving factions.

As soon as Battania was eliminated Vlandia declared war on me.

I agree with cutting back inflation by nerfing the economy as long as you don't need that money to compete with 2 huge kingdoms that have taken half the map by year 3.

Right now, even with 5 overpowered 1.4.1 tanneries producing 500 Denars a day each, by the time you can realistically create your own kingdom, Vlandia and Khuzait own over half the map between them.

As soon as you create a kingdom you get ass raped to death by 3 or 4 armies of 1000 men or more.

I agree that economic functions need to be brought back to realistic.

Just as important.....actually more important, is figuring out a way to nerf Vlandian and Khuzait rapid expansion.

Currently you cant win the race with those other factions and it only gets worse with 1.4.2 eliminating the income necessary to compete.
 
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That is a very good point, the income available to the player should be adapted to the threats he faces late game.

To avoid factions expanding so quickly, they will have to implement clan rebellions, civil wars and peasant armed revolts.

It would give more purpose and consequences to the "character relationships" system and would make running a large empire or kingdom more challenging not only for the AI.

There is a mod called Separatism that tries to achieve a bit of that ( clan rebellions) but unfortunately it is not working in 1.4.2. Hopefully this will become part of the vanilla game eventually.
 
guys.

there is no money problem.
workshops can only work rentable when they can buy their ressources cheap.
but most of time there is war and it takes long till the raided villages bring their goods to market again.

i played 450 hours and i managed a lot of problems but i never had problems with money.
i dont need caravans or workshops.

the only thing you need is a fief.
and then push the villages first and then push prosperity.

at my actual playthrough my king gave me sestaheim castle.

i pused the villages over 1000 hearts and then prosperity up to 2000.

that was much enough as vasall with 3 companions.

to loot you get is also nice.
later i besieged argron city an i got it for myself.

i made the same like in sestaheim castle.
first villages big then prosperity.
if you have big villages you get big food.
and with many food you can hold a big garrision and militia.

i think a lot of people do it wrong and do only train militia with villages of 200 hearts and wonder that 400 villagers arent able to give food to 700 ppl garrision.

when my villagers go for market 170 villagers moving to city.
and then you have no food problem with 400 militia and 300 garrison.

now i have my own kingdom and hold 30% of the maps with my six vasalls ... thx for hotfix

and its fun again
 
Guys they only corrected tanneries.

My breweries and smith still bring in decent income. Have you guys actually tried other workshops or did you all just buy tanneries lol.
 
Devs seem to not learn from their faults,you dont have to nerf something to the ground,make players feeling like they're working and not have fun in the game and after tweek it again up so its balanced.Nerfs are needed but in considerable amount and player must have alternatives too.Atm if you start a new campaign untill you can pay for a 150 army and go help the kingdom you want it may not even exist on map like sturgia/aserai/n.empire.
If game balance was easy we would all be doing it ?
But seriously the economy is a living animal and a small change in the program formulas can sometimes bring about major changes after a period of game time has expired. As mexxico said earlier they are aware of it and are trying to fix it. Bannerlord is after all still in EA.
 
They stuffed caravans. Start a game in 1.42 beta get caravans they make 0 money or even negative money. Being a merchant is too hard now. You will tear your hair out when you buy goods cheap then go to a place where they are supposed to be high price and they are same price you bought them for. Meaning you end up with a lot of goods in inventory and no where to sell them.

even when you find a good sell price your smile will become a frown when you just sell 1 item the price drops instantly to cheap again so you cannot unload any goods like before

basically economy has been stuffed in this patch
 
Interesting post. I'm at around day 450 in my current campaign. I own 3 towns 2 of which are maxed on upgrades and the third is almost there. I have 4 shops a brewery and a Smith that bring home 400 per day. My other two are less profitable a vinter and linen shop that average another 400 between them.
My only caravan averages about 600 profit. My problem has been being over cautious with my garrison sizes. I love improved garrison but I'm always tempted to store all my top tier prisoners to recruit over time. My garrison bill is about 10k per day. If it wasn't for my fief incomes I'd sink without a trace. My daily totals vary up to plus or minus 4k. If peace breaks out I will probably donate a chunk of garrison troops for influence.

As for having low influence does your Kingdom have the best policies in place to boost it?
 
They stuffed caravans. Start a game in 1.42 beta get caravans they make 0 money or even negative money. Being a merchant is too hard now. You will tear your hair out when you buy goods cheap then go to a place where they are supposed to be high price and they are same price you bought them for. Meaning you end up with a lot of goods in inventory and no where to sell them.

even when you find a good sell price your smile will become a frown when you just sell 1 item the price drops instantly to cheap again so you cannot unload any goods like before

basically economy has been stuffed in this patch

This problem will be fixed with today's patch. There is a problem at item prices in 1.4.2 currently. Prices do not differentiate enough. So caravans and player cannot make profit enough from trading.

Also for players who are interested in trade I prepared this table, you can examine (this table is after "prices do not differentiate much" problem is solved). Here you can see item PriceIndex average values at all towns year by year for 20 year run. PriceIndex is multiplier which determines final item price at a town and it is different for each item at each town. For example if it is 1.5 for olives at a town and default olive price is 30 you see price as 45 (30 x 1.5), by the way in each run these values changes according to change of raided villages and hideout / bandit distribution.

rTUxq.png


As you can see there is currently 50% inflation at average item prices in 20 years after 20 years they do not increase more. It was more (100%) before 1.4.2. Reason of this inflation is luxury demands and increase at prosperity. After a town's prosperity passes 3000 luxury demands are started to apply per each prosperity over base demands.
 
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Once I have kids, rather then letting them learn economics, I will make them play Bannerlord.
That's how you raise a businessman.

It's interesting what details you put in the game.
I wasn't aware that there was actual inflation and a crave vor luxury.
Neat stuff.
 
dude i open a Smithy in Epicotea EVERY SINGLE PLAYTHROUGH. it's currently giving me 1200/day 20 days into the game. 1.4.2 beta. I just grinded arena practice for 15k, run to Epicrotea and bought my smithy. of course it doesn't always turn this kind of money but i've never seen it dip below 350-400. so it's always going to be a reliable investment there.
having caravan running from the city will improve the income of workshops.
having less competition will improve income (meaning nearby workshop of same type, especially in the same town)
feeding raw material required for the workshop via trade will improve it's profit also.
 
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