Upgradable Workshops

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It isnt fun
and I can't go past 1,000 days doing this because something we do early on can have a major impact on something 4,000 days in so it is a waste to do testing 5,000 days in when a change we make will drastically alter it. From what I remember it took me around 31 episodes on Youtube to get 1,000 days in so it takes me around 25 hours to get one 1,000 day test done.
Thats why I got over 1,400 hours into bannerlord, so many tests done
 
economy balance has always been the hardest part in most games. Heck Eve online even hired in real professional accountants to sort out their market stuff in game and still theres gaps since there will always be people manipulating its core as in real life
I really hope we get it just semi close to good. but each time we change something I do a 25 hour test to see how the changes are, I wish we had more people to report and comment on changes so we know and then of course that would give us more bransotrming
 
and I can't go past 1,000 days doing this because something we do early on can have a major impact on something 4,000 days in so it is a waste to do testing 5,000 days in when a change we make will drastically alter it. From what I remember it took me around 31 episodes on Youtube to get 1,000 days in so it takes me around 25 hours to get one 1,000 day test done.
Thats why I got over 1,400 hours into bannerlord, so many tests done
Ok for someone who has done it i will explain

1. The economy is super ****ed most things have pricing problems in one of the older patches you could find graind for -3 denars every town has 3000 grain or more depending in villages.


2. Inflation goes wayyyy beyond what its supposed to and you can drop the price of jewlery by 300 just by selling 1 sometimes prices dont really work as some that are suppoosed to be high are super low.


3. Prosperity is also super ****ed almost every town has over 50k prosperity some even 100k and no matyer how much food they will keep starving until they hit around 40k prosperity.

4. There are way too many villagers selling grain and since there are usually bigger caravans have too many units some village parties go up to 100 so no looter dares attack them.

So basically at around 3000 days in things get super ****ed
 
I really hope we get it just semi close to good. but each time we change something I do a 25 hour test to see how the changes are, I wish we had more people to report and comment on changes so we know and then of course that would give us more bransotrming
to bad im in the middle of writing a book right now but are also looking out for something for dejan or else i would have helped you guys for sure since i love being a trader in this game and looking out for economy gaps. But if i think of something that could help ill surely sent you a message since its not only traders that is affected by the whole economy, Rn im working in the bandit area. I was a big salesman in Eve asw so have it in my blood :wink: still dreaming of those damn spreadsheets....however think were all derailing a little rn though and need to make space for the topic....make a thread about it :smile:
 
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Ok for someone who has done it i will explain

1. The economy is super ****ed most things have pricing problems in one of the older patches you could find graind for -3 denars every town has 3000 grain or more depending in villages.


2. Inflation goes wayyyy beyond what its supposed to and you can drop the price of jewlery by 300 just by selling 1 sometimes prices dont really work as some that are suppoosed to be high are super low.


3. Prosperity is also super ****ed almost every town has over 50k prosperity some even 100k and no matyer how much food they will keep starving until they hit around 40k prosperity.

4. There are way too many villagers selling grain and since there are usually bigger caravans have too many units some village parties go up to 100 so no looter dares attack them.

So basically at around 3000 days in things get super ****ed
I think one thing to help starving is reducing food consumption, it would be nice to test it
But I agree that caravans taking good all over creates problems, there can be 5-10 caravans going into a town in just 5-10 seconds of game time
I really need to take my trader up over 3000 days and see how bad it is
 
I wish i really had more knowledge in modding where I could change the game myself and test it to see if I can get things to work on my own and show them results
 
I think one thing to help starving is reducing food consumption, it would be nice to test it
But I agree that caravans taking good all over creates problems, there can be 5-10 caravans going into a town in just 5-10 seconds of game time
I really need to take my trader up over 3000 days and see how bad it is
I guess so but still dont even ask how bad it is at 6000 days
 
thats 73 years so according to @mexxico the inflation from the start would be about 300% inflation so grain would be about 24 average and fish around 33 average if do the math right
please continue in my thread since you guys are going of topic...dont want you guys to be reported since some people like to report such things just to troll and in fact we shouldn't...just saying
 
thats 73 years so according to @mexxico the inflation from the start would be about 300% inflation so grain would be about 24 average and fish around 33 average if do the math right
They should be here is the thing sometimes things break sometimes they dont in a usual game that is decided more by how much is imported from villages and caravans are trading in that town and since most lords are dead by that time and there isnt much war these numbers either go really low or skyrocket its much worse
 
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Wow, this thread is going crazy for a simple question. :grin:

But keep going, it´s good. Maybe TW will answer the simple question I have:

Will the workshops be upgradable? Or is this a feature you will dismiss? Not talking about when just if :wink:
 
Wow, this thread is going crazy for a simple question. :grin:

But keep going, it´s good. Maybe TW will answer the simple question I have:

Will the workshops be upgradable? Or is this a feature you will dismiss?
We will probably have to wait for mexxico to get that answer since im pretty sure he is the guy that works on this
 
Wow, this thread is going crazy for a simple question. :grin:

But keep going, it´s good. Maybe TW will answer the simple question I have:

Will the workshops be upgradable? Or is this a feature you will dismiss?
300px-We_Don%27t_Do_That_Here.jpg
had to for the lulz
 
As far as upgradable workshops goes, I don't think it's as cut and dried as just increasing the rate of production. If workshops are using more raw goods as inputs, and producing more manufactured goods as outputs, it will end up increasing the price of the input (because the quantity of that item in the town/world will be lower), and it will decrease the price of the output (because the quantity of that item in the town/world will be higher), which might actually lower your overall profits.

Here's a test to show what I mean:

I started a new game and used the console to give myself every brewery in the world (23 in all), and let the game run for awhile to see where my profits levelled out. With 23 workshops, I was earning roughly 2900g/day (+/- 500). A normal brewery will turn 8 grain into 8 beer per day.

abjBT.png

Once the profits stablized, I switched the least profitable half of the breweries to another production and sold them back to the notables, so I was left with 12 breweries. After waiting a few months for the quantity of goods to stablize, my profits had shot up to ~4000g/day, so I was earning over 1k higher profits with half the workshops.

htIoT.png

I then exited the game and went into the workshop xml file and doubled the production rate of breweries so that each one turned 16 grain into 16 beer per day, and reloaded the save where I owned 12 breweries. My profits jumped substantially for a few weeks, but then dropped way back down to slightly below what they were when I owned all 23 workshops, to about 2500g/day.

09sBH.png

I then adjusted the brewery variables again so that each one turned 8 grain into 16 beer per day (so a 1:2 ratio of inputs/outputs), and reloaded the save where I owned 12 breweries. My profits again jumped briefly, but then slowly fell until they stablized to about 3500g/day, which is lower than 12 workshops turning 8 grain into 8 beer.

_Oi6e.png

So the takeaway from this is that there is a sweetspot for global production rate of goods by workshops, and just raising the input/output numbers for upgrades might not result in better profits. The best outcome here was 12 total breweries in the world turning 8 grain into 8 beer per day.

Edit: formatting
 
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As far as upgradable workshops goes, I don't think it's as cut and dried as just increasing the rate of production. If workshops are using more raw goods as inputs, and producing more manufactured goods as outputs, it will end up increasing the price of the input (because the quantity of that item in the town/world will be lower), and it will decrease the price of the output (because the quantity of that item in the town/world will be higher), which might actually lower your overall profits.

Here's a test to show what I mean:

I started a new game and used the console to give myself every brewery in the world (23 in all), and let the game run for awhile to see where my profits levelled out. With 23 workshops, I was earning roughly 2900g/day (+/- 500).

abjBT.png

Once the profits stablized, I switched the least profitable half of the breweries to another production and sold them back to the notables, so I was left with 12 breweries. After waiting a few months for the quantity of goods to stablize, my profits had shot up to ~4100g/day, so I was earning over 1k higher profits with half the workshops.

htIoT.png

I then exited the game and went into the workshop xml file and doubled the production rate of breweries so that each one turned 16 grain into 16 beer per day, and reloaded the save where I owned 12 breweries. My profits jumped substantially for a few weeks, but then dropped way back down to slightly below what they were when I owned 23 workshops, to about 2500g/day.


I then adjusted the brewery variables again so that so that each one turned 8 grain into 16 beer per day (so a 1:2 ratio of inputs/outputs), and reloaded the save where I owned 12 breweries. My profits again jumped, but then slowly fell until they stablized to about 3500g/day, which is lower than 12 workshops turning 8 grain into 8 beer.


So the takeaway from this is that there is a sweetspot for global production rate of goods by workshops, and just raising the input/output numbers for upgrades might not result in better profits. The best outcome here was 12 breweries total in the world turning 8 grain into 8 beer per day.

Beautifully explained.
giphy.gif


I do wonder, what about cutting the production need to 4 grain for 8 beer? It doesn't impact the supply of beer but makes it cheaper to make and a higher supply of grain available will reduce the grain price right, making the profits even more???
 
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I do wonder, what about cutting the production need to 4 grain for 8 beer? It doesn't impact the supply of beer but makes it cheaper to make and a higher supply of grain available will reduce the grain price right, making the profits even more???
For 12 breweries globally, profits jump to about 4600g/day, and for 23 breweries globally, profits jump to about 3800g/day, so an extra 50g and 39g per brewery on average respectively, which is decent. For breweries specifically, it won't make as much difference, because grain only costs ~8 to 9g, so you're saving about 32-36g on input costs per workshop. There is less variation in the price of grain with slight quantity changes than with other input goods. Dropping input costs could be the way to go though.
 
For 12 breweries globally, profits jump to about 4600g/day, and for 23 breweries globally, profits jump to about 3800g/day, so an extra 50g and 39g per brewery on average respectively, which is decent. For breweries specifically, it won't make as much difference, because grain only costs ~8 to 9g, so you're saving about 32-36g on input costs per workshop. There is less variation in the price of grain with slight quantity changes than with other input goods. Dropping input costs could be the way to go though.

Did TW straighten out that issue with tanneries yet?
 
For 12 breweries globally, profits jump to about 4600g/day, and for 23 breweries globally, profits jump to about 3800g/day, so an extra 50g and 39g per brewery on average respectively, which is decent. For breweries specifically, it won't make as much difference, because grain only costs ~8 to 9g, so you're saving about 32-36g on input costs per workshop. There is less variation in the price of grain with slight quantity changes than with other input goods. Dropping input costs could be the way to go though.
Nice work man. This is obviously an intended design in terms of how economy works, in terms of supply/demand and input/output. A point I need to make is that there is supply and demand for each the input (raw materials) and the output (final product); this will have some implications in mid/later stages of the game where you don't have that nice balance anymore (wars, trade, prosperity effects).

For example:
  • In later stages, if you have bigger demand of (x) final product from a certain type of workshop, the price will jump (if supply from the workshops stays the same)
  • In earlier stages, if you have low demand of (x) final product from a certain type of workshop, the price will drop (if supply from the workshops stays the same)
    • this is one of the reasons you see more profit from only 12 breweries than 23, because you have to much output of (x) product, some less prosperous workshops are giving you negative income (I assume),
    • or by the fact you own all the 23 workshops you somehow produce more (x) product than the AI would (if it owned the remaining 11 workshops - this would imply that you get an advantage over the AI in terms of output of products - you produce more than the AI, with the same amount of raw materials? or by demanding more supply of raw materials?) to the point it becomes less profitable (the difference between the cost of raw materials and final product is less - either by only the effect of the excessive output of the final product or by also increasing the need for more raw materials than the AI would - as mentioned before)
 
Did TW straighten out that issue with tanneries yet?
Not yet, but tanneries are a bit of a special case, and I think the solution probably needs to be carefully thought over.

Nice work man. This is obviously an intended design in terms of how economy works, in terms of supply/demand and input/output. A point I need to make is that there is supply and demand for each the input (raw materials) and the output (final product); this will have some implications in mid/later stages of the game where you don't have that nice balance anymore (wars, trade, prosperity effects).
That's true, war and rising prosperity will play a big role. It'd be nice to see some workshop profitablity comparisons with caravan destruction and village raiding numbers included, but that's beyond what I'm able to test myself without some way to easily collect that data. All of these tests take place within the first 150 days of the game, so I doubt those things are playing a major factor.

In later stages, if you have bigger demand of (x) final product from a certain type of workshop, the price will jump (if supply from the workshops stays the same)
This would be one of the causes of inflation in the game. The overall prosperity of towns is increasing over time, creating higher demand for goods (prosperity drives demand), but workshops' production rates remain static, so the supply starts to lag behind the demand, raising prices. 15 workshops might satisfy the demand early on, but won't be able to keep up if overall demand increases by 50% later on.

this is one of the reasons you see more profit from only 12 breweries than 23, because you have to much output of (x) product, some less prosperous workshops are giving you negative income (I assume),
There's no such thing as negative income for workshops in this game. The game determines if operating for the day would result in a loss first, and won't operate if that's the case. All of the workshops in each of the tests are producing at least some income every day anyway though, so that's not a factor. In the case of 12 breweries, each one is earning more than double (on average) what each of the 23 are.

23 breweries are giving less income because they are driving down the price of beer both locally and worldwide, so the profit per beer is less because the market is saturated. Caravans probably aren't moving them out of the manufacturing towns fast enough because nearby prices are too similar, so the price of the output in the towns stay low, killing profits.

or by the fact you own all the 23 workshops you somehow produce more (x) product than the AI would (if it owned the remaining 11 workshops - this would imply that you get an advantage over the AI in terms of output of products - you produce more than the AI, with the same amount of raw materials? or by demanding more supply of raw materials?) to the point it becomes less profitable (the difference between the cost of raw materials and final product is less - either by only the effect of the excessive output of the final product or by also increasing the need for more raw materials than the AI would - as mentioned before)
The only difference between player workshops and npc workshops are the labor wages. The player pays the workers of each workshop 25g per day, while npcs pay 50g. Otherwise inputs, outputs, production rate, etc are all identical. In the test where I keep 12 breweries, I'm switching the production type of the other 11 to something else before selling them, so the only breweries left in the world are the 12 I own. In the first test there are 23 total breweries in the world, all owned by me; and in the second test there are 12 total breweries in the world, all owned by me. Npcs aren't controlling breweries in either case (artisans produce 1 beer every other day though).
 
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