Town Prosperity Village Issues

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Flesson19

Not a Cookie
Knight
What exactly does that mean. Is that just quests in bound villages, does that include any bandit hideouts nearby. That is a huge thing for prosperity, so does anyone know for sure, everything included in the negative number.
@Callum @Duh_TaleWorlds @mexxico Can we get an official response please.
 
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What exactly does that mean. Is that just quests in bound villages, does that include any bandit hideouts nearby. That is a huge thing for prosperity, so does anyone know for sure, everything included in the negative number.
@Callum @Duh_TaleWorlds @mexxico Can we get an official response please.

Bound settlement issues are quests in the attached villages that need sorting out.
 
Bound settlement issues are quests in the attached villages that need sorting out.
I am assuming that means also the villages from castles that go to towns as well. I ask because I saw -5 from village issues but didn't find any quests available, so castle villages could count but was thinking close bandit hideouts should count also, just wanted verification
 
I am assuming that means also the villages from castles that go to towns as well.
Nope. Just the villages listed on the town's tooltip. If the prosperity tooltip says "Settlement Issues," it is referring to (certain) unsolved issues of notables in the town, and if it says "Bound Village Issues," it is referring to (certain) unsolved issues of notables in the villages directly bound to the town.

In a sense, this system works as a bit of an equalizer for towns with many bound villages. Towns with 4 bound villages such as Sanala, have twice the potential for negative issue effects (like prosperity) as towns with only two bound villages, such as Diathma. So while Sanala has an overall higher ceiling for total prosperity, it must also combat more negative issue effects, which will slow its growth.

AxM7F.png
 
最后编辑:
Nope. Just the villages listed on the town's tooltip. If the prosperity tooltip says "Settlement Issues," it is referring to (certain) unsolved issues of notables in the town, and if it says "Bound Village Issues," it is referring to (certain) unsolved issues of notables in the villages directly bound to the town.

In a sense, this system works as a bit of an equalizer for towns with many bound villages. Towns with 4 bound villages such as Sanala, have twice the potential for negative issue effects (like prosperity) as towns with only two bound villages, such as Diathma. So while Sanala has an overall higher ceiling for total prosperity, it must also combat more negative issue effects, which will slow its growth.
Is it possible that the negation from village issues is a daily tick kind of thing so if you complete quests it wont go down until the next day? Because i have also run into the negation being more than number of quests available at the connected villages. It was sibir and its three villages only had 1 quest but a negative value above 1 (want to say 5 but my memory is hazy, enough for me to go to each of the villages to check for quests). I chalked it up to it not updating until the daily tick, but maybe there is more to it than that.
 
Nope. Just the villages listed on the town's tooltip. If the prosperity tooltip says "Settlement Issues," it is referring to (certain) unsolved issues of notables in the town, and if it says "Bound Village Issues," it is referring to (certain) unsolved issues of notables in the villages directly bound to the town.

In a sense, this system works as a bit of an equalizer for towns with many bound villages. Towns with 4 bound villages such as Sanala, have twice the potential for negative issue effects (like prosperity) as towns with only two bound villages, such as Diathma. So while Sanala has an overall higher ceiling for total prosperity, it must also combat more negative issue effects, which will slow its growth.

AxM7F.png
Nope. Just the villages listed on the town's tooltip. If the prosperity tooltip says "Settlement Issues," it is referring to (certain) unsolved issues of notables in the town, and if it says "Bound Village Issues," it is referring to (certain) unsolved issues of notables in the villages directly bound to the town.

In a sense, this system works as a bit of an equalizer for towns with many bound villages. Towns with 4 bound villages such as Sanala, have twice the potential for negative issue effects (like prosperity) as towns with only two bound villages, such as Diathma. So while Sanala has an overall higher ceiling for total prosperity, it must also combat more negative issue effects, which will slow its growth.

AxM7F.png
which is weird since I had a -5 for village issues and checked the villages and they had no quests, not sure how to explain that
 
which is weird since I had a -5 for village issues and checked the villages and they had no quests, not sure how to explain that

It is bugged would be the next guess. It is also potentially possible, but very unlikely, that the quests cleared as soon as the daily tick hit and you weren't in town to see it.

In a sense, this system works as a bit of an equalizer for towns with many bound villages. Towns with 4 bound villages such as Sanala, have twice the potential for negative issue effects (like prosperity) as towns with only two bound villages, such as Diathma. So while Sanala has an overall higher ceiling for total prosperity, it must also combat more negative issue effects, which will slow its growth.

Press F for Aserai's City of Opulence.
 
It is bugged would be the next guess. It is also potentially possible, but very unlikely, that the quests cleared as soon as the daily tick hit and you weren't in town to see it.
I am gonna do some testing right now from a save file and check numerous things to to see what is really effecting it will report soon
 
Is it possible that the negation from village issues is a daily tick kind of thing so if you complete quests it wont go down until the next day?
which is weird since I had a -5 for village issues and checked the villages and they had no quests, not sure how to explain that
So what's going on here is that each issue has a small list of various effects of various magnitudes. Not all issues affect prosperity, and of those issues that do, not all of them have a magnitude of -1. Also, some effects can be positive, as is the case with Army of Poachers. Here is a table of the issues that affect prosperity (this doesn't mean it is the only effect of the issue):

IssueMagnitude
Inn and Out-0.5
The Spy Party-1
Artisan Can't Sell Products-1
Artisan Overpriced Goods-1
Caravan Ambush-2
Escort Caravan-1
Extortion By Deserters-1
Headman Needs Grain-1
Herd Needs Delivered-1
Landlord Needs Manual Laborers-1
Lord Needs Tutor-1
Army of Poachers+2
Notable Needs Help with Looters-5
Nearby Bandit Base-1

Note that some of the quests are issued by lords, in which case I don't believe they actually affect prosperity.
 
So what's going on here is that each issue has a small list of various effects of various magnitudes. Not all issues affect prosperity, and of those issues that do, not all of them have a magnitude of -1. Here is a table of the issues that affect prosperity:

IssueMagnitude
Inn and Out-0.5
The Spy Party-1
Artisan Can't Sell Products-1
Artisan Overpriced Goods-1
Caravan Ambush-2
Escort Caravan-1
Extortion By Deserters-1
Headman Needs Grain-1
Herd Needs Delivered-1
Landlord Needs Manual Laborers-1
Lord Needs Tutor-1
Army of Poachers+2
Notable Needs Help with Looters-5
Nearby Bandit Base-1
****ing looters...... this must of been the quest.

Also Army of poachers gives you prosperity or is that just a typo?
 
It does. Not all issue effects are negative. Some have both negative and positive effects to create decisions about which ones to solve.
Just to make sure im understanding correctly, you'll get positive prosperity as long as the quest isn't complete correct? So if we want more prosperity we should let the quest be unlike the others who diminish prosperity when they exist?
 
Just to make sure im understanding correctly, you'll get positive prosperity as long as the quest isn't complete correct? So if we want more prosperity we should let the quest be unlike the others who diminish prosperity when they exist?
Yes, it only applies while the issue remains unsolved (including after the quest has been accepted). For Army of Poachers, it also carries with it -2 to Security and -1 to Owner Power, so there are drawbacks to leaving it unsolved as well. Issues will also expire after a time. For instance, AoP expires after roughly 30 days (one of the longer standing issues). Clan leader npcs also have a 10% chance to "solve" issues in their own settlements by entering them.
 
Yes, it only applies while the issue remains unsolved (including after the quest has been accepted). For Army of Poachers, it also carries with it -2 to Security and -1 to Owner Power, so there are drawbacks to leaving it unsolved as well. Issues will also expire after a time. For instance, AoP expires after roughly 30 days (one of the longer standing issues). Clan leader npcs also have a 10% chance to "solve" issues in their own settlements by entering them.
Got it, thanks! I'm interested to see if quests are still an issue once all the notable fixes are actually implemented. Only clan leaders doing quests makes me wonder if opening it up to all members would be an issue or not. Also nice catch making sure a few of those issues were actually fixed or not.
 
So what's going on here is that each issue has a small list of various effects of various magnitudes. Not all issues affect prosperity, and of those issues that do, not all of them have a magnitude of -1. Also, some effects can be positive, as is the case with Army of Poachers. Here is a table of the issues that affect prosperity (this doesn't mean it is the only effect of the issue):

IssueMagnitude
Inn and Out-0.5
The Spy Party-1
Artisan Can't Sell Products-1
Artisan Overpriced Goods-1
Caravan Ambush-2
Escort Caravan-1
Extortion By Deserters-1
Headman Needs Grain-1
Herd Needs Delivered-1
Landlord Needs Manual Laborers-1
Lord Needs Tutor-1
Army of Poachers+2
Notable Needs Help with Looters-5
Nearby Bandit Base-1

Note that some of the quests are issued by lords, in which case I don't believe they actually affect prosperity.
pl that makes perect sense, and also explains why when I couldnt find the -1 anywhere when I noticed it left I saw the non gangleader quest was gone
Nice job explaining it
 
Only clan leaders doing quests makes me wonder if opening it up to all members would be an issue or not.
That might give npcs an unfair advantage, as they would probably be able to solve their settlements' issues quicker than the player is able to, thus suffering fewer effects overall. Although that would also give companion parties more utility if they get the ability to complete issues as well.

It might also make issues too hard to find, since lords would then be solving them at 2-3x the rate compared to if clan leaders remain the only ones able to solve them.

pl that makes perect sense, and also explains why when I couldnt find the -1 anywhere when I noticed it left I saw the non gangleader quest was gone
Nice job explaining it
No problem! Also something to keep in mind is that the devs have adjusted some of the issue effects in the past, so they will almost certainly continue to balance the effects as they progress.
 
That might give npcs an unfair advantage, as they would probably be able to solve their settlements' issues quicker than the player is able to, thus suffering fewer effects overall. Although that would also give companion parties more utility if they get the ability to complete issues as well.

It might also make issues too hard to find, since lords would then be solving them at 2-3x the rate compared to if clan leaders remain the only ones able to solve them.
Yeah i can see that being an issue, but also could you not just increase the spawn rate of issues to balance it back out?

Solving issues feels like something the governor should be doing.
I like this idea, village issues can remain the main source of quests while establishing a governor can have an bigger impact.

Also can get relation bonuses from clan parties killing bandits again, I miss that. Is that a bug or did they kill it, been awhile since I've seen it.
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Yeah i can see that being an issue, but also could you not just increase the spawn rate of issues to balance it back out?


I like this idea, village issues can remain the main source of quests while establishing a governor can have an bigger impact.

Also can get relation bonuses from clan parties killing bandits again, I miss that. Is that a bug or did they kill it, been awhile since I've seen it.
.

It wasn't killing bandits per se. It was that while killing bandits they would take breaks in town and during those breaks, it would increase relations with every single notable. This was, naturally, quite exploitable and you were able to smash relations to the max in any town by forming an army of clan parties and just waiting there. Every day or maybe every other day you'd get a nice boost.
 
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