26 hours in and I think I broke the game. i love it, but, it's now definitely broken. I've got two issues with the economy that others are talking about elsewhere, but I'll outline how one fix might help both issues. Without the fix, I'm not playing Bannerlord, I'm playing GodSmith Simulator 1000.:
Costs and incomes regarding fiefs, worrkshops, NPC wages, trading, caravans, and tournaments all seem congruent and consistent with the world (though tournaments don't come with a purse?).
However, the gear economy makes no sense in relation to that same world. Store prices: no way can troops afford their own gear at those prices. Player-forged prices: no way should I be able to make multiple 5 or 6 figure items in a single day and later buy whole kingdoms ("everything has a price").
Rough fix: shave a zero off all gear prices! Seriously, how do multiple $30,000 bows exist? You would have to win 30 tournaments, run a level 1 shop for 200 days, sell 1,000 trade goods on a $30 profit margin, etc to buy a single bow! No one would be buying or making these.
On the smithing end, I shouldn't be able to drain the pockets of an entire market in a town of thousands just by selling a handful of home-forged swords. Even my $2,000 two-handed swords should only sell for like $200 if any poor old Falxman is going to afford it.
If gear costs are intended to limit player progression, no problem: make gear break same as horses do when they're defeated (not dead), or something like that. Your character is defeated? Some of your equipped gear is damaged for % performance reduction (maybe give it a "damaged" tag, like how some weapons have "rusty" in the title). While we're at it, buff smithing (after product values have been reduced as above) by letting smiths fix damaged gear.
TL/DR please fix this! Let us buy top-tier weapons at reasonable prices, and let us sell top-tier items at same reasonable prices! There are much much more interesting ways for us to gain and spend money in this game without saving for eons to get fancy gear on us and our companions, and without spending a day in a shop to unlock kingdoms' treasuries of wealth.
(Ps a more granular fix would adjust prices on a curve. The top 1% of gear would have prices cut by 90%; at the midpoint, prices would be cut by 45%; and the bottom 1% of gear prices would see 0% cut, or no adjustment at all.)
Costs and incomes regarding fiefs, worrkshops, NPC wages, trading, caravans, and tournaments all seem congruent and consistent with the world (though tournaments don't come with a purse?).
However, the gear economy makes no sense in relation to that same world. Store prices: no way can troops afford their own gear at those prices. Player-forged prices: no way should I be able to make multiple 5 or 6 figure items in a single day and later buy whole kingdoms ("everything has a price").
Rough fix: shave a zero off all gear prices! Seriously, how do multiple $30,000 bows exist? You would have to win 30 tournaments, run a level 1 shop for 200 days, sell 1,000 trade goods on a $30 profit margin, etc to buy a single bow! No one would be buying or making these.
On the smithing end, I shouldn't be able to drain the pockets of an entire market in a town of thousands just by selling a handful of home-forged swords. Even my $2,000 two-handed swords should only sell for like $200 if any poor old Falxman is going to afford it.
If gear costs are intended to limit player progression, no problem: make gear break same as horses do when they're defeated (not dead), or something like that. Your character is defeated? Some of your equipped gear is damaged for % performance reduction (maybe give it a "damaged" tag, like how some weapons have "rusty" in the title). While we're at it, buff smithing (after product values have been reduced as above) by letting smiths fix damaged gear.
TL/DR please fix this! Let us buy top-tier weapons at reasonable prices, and let us sell top-tier items at same reasonable prices! There are much much more interesting ways for us to gain and spend money in this game without saving for eons to get fancy gear on us and our companions, and without spending a day in a shop to unlock kingdoms' treasuries of wealth.
(Ps a more granular fix would adjust prices on a curve. The top 1% of gear would have prices cut by 90%; at the midpoint, prices would be cut by 45%; and the bottom 1% of gear prices would see 0% cut, or no adjustment at all.)
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