Ted Striker
Veteran
Someone posted this on steam forum about how aggressive the AI is towards caravans now
Tell me it's not broken.
Tell me it's not broken.
But that is a pointless test to run. It has nothing to do with how the game progression works. You do not start with gold for 3 caravans nor the gold for the companions to run them. If you loose one you still make the money with the two other ones.
How long does it take to grind from 0 to 18k + companion gold in real game time?
Then you loose it before it has even made back the investment. Zero profit and zero progression. All that time grinding to 18k wasted and your progression to mid game when you can start taking castles set back by hours.
No one in their right mind would take that risk considering the real life hours it takes to get the gold to have one caravan only to loose it and having to disband your army as you can't afford it anymore and have to start the grind to 18k again.
Yes and no. Cause war parties when I'm out of contract or contracted to someone who's at peace with everyone makes profit barely above wages cost by hunting bandits.
As for Caravan as I wrote this is 7th day after starting this one. Previous was making 600-1300 daily and destroyed somewhere around 80 day after starting it.
Workshop is jumping between 120-900 and most of the time it's around 300. I had two other but my merc job made me lose them so I don't bother now cause if you're changing sides all the time they are not worth it.
A good system would use companion skills to determine caravan size, strength and profitability. We aren't there yet.
High Trade would naturally mean more profit
High Stewardship would mean larger caravan size
High Tactics would mean stronger simulation
High personal weapons skill would make maybe that companion alone stronger (I don't have a good idea for warrior companions here)
well, given the fact that any attempt to tell them the issues were fixed and they just have to update their game and learn how it functions ends up with more whining and demanding a rollback...sorry if this has been repeated but after reading 2 pages i was pulling my hair out
very little thinking and discovery of the actual mechanics.
Does the specific town you start a caravan in have an effect on its pathing? Or on it in any way at all?I again tested latest situation by forming 3 different caravans at game start. I give my character 3 caravan forming cost money by cheat and formed 3 caravans, one at Aserai town Quyaz, one at Sturgia town Omor and one at Khuzait town Chaikand. Only one is destroyed at day 15. After 10 days past from the day it is destroyed I formed another caravan from same town. In total I formed 4 caravans. The latest one I formed and two of first three caravans survived at the end of first year. They all bring me 114K, I payed about 30K for caravan wages. In total I ended year with 96K of money just doing nothing but waiting in a town (some money remained from initial money cheats thats why my end money is not fit perfectly). Also still I have 3 caravans running probably they will bring me another 100K until they are destroyed.
Of course situation can change in late game (where bandits are 3x powered) or if you have lots of enemies or if you executed lots of lords in Calradia and if bandits are overpopulated however I made another test this morning in late game (year 1093) too. Situation was not so different, a bit risky than this. Some players get used to earn much from caravans (1K daily for long years like 400 days in total 400K from one caravan) however these caravans are not supposed to feed your armies. These are side mechanics. If you do not like new numbers and risks you do not have to form them. They were so OP before after nerf they are still good, if you see no value you do not have to form them. If player swims in money game become not challanging. We are also aware of lord battles are so easy and give tons of loot they will be fixed too. Different people are responsible from different parts. We are not trying to make game so hard but it should be reasonable not so hard not so easy.
I know game has missing features, some perks are not working, there are less quests less diplomacy options, war peace mechanics are a bit basic currently. Here lots of people are working for a better game in weird world conditions and everybody has their own responsible areas. Any of us cannot fix problems out of our responsible areas. I am trying to make parts which I am responsible better. If you need other things to be fixed before balancing / trade issues you need to reach people responsible from these parts, they are all aware of problems and working hard too. I am here sharing developments with you and getting your ideas / feedbacks to create a better and balanced trade systems.
Any changed formula or game rule is not final point currently. We will collect datas watch gameplays and do needed adjustments in next patches if needed.
We know you want more micro management at parts you are spending time at game. All ideas will be evaluated. According to priority and time we will schedule and implement some of them.
Does the specific town you start a caravan in have an effect on its pathing? Or on it in any way at all?
Do companion's trade skills actually impact the caravan's profitability?
Why don't caravans level the companion's trade skills in the same way a companion party levels stewardship?
1-Yes, it returns home settlement once in 2 weeks generally and it 50% pass its time visiting settlements close to its home settlement however it can go further settlements sometimes too. (Later we can add more micromanagement about its path or region, not major issue currently)
2-Yes, while selling / buying items from settlements applied trade penalty is effected from your companion's trade skill but its effect can be less because generally there is no companion with high trade skill can be added later.
3-I will check if there is a problem (not major one currently), they should slowly gain trade skill. There can be a bug currently.
Great to hear. I played mount & blade since the first one so i'm loving all the extra features.
adding on Jiet's point the player doesn't receive any trade XP for running caravans but I think that is a known bug?
Anyway really appreciate these near constant updates & caravans are fine Thanks mexxico!
I don't think player should, but yes to companions.By the way I am not sure player would gain trade xp because of having caravan however companion probably would. I am not only one deciding these things will check later.
I really don't understand why everyone, TaleWorlds included, is so hung up on the fine tuning of caravans right now. The game is a very early beta with many of its core features yet to be implemented (I hope).
Balance can wait.