Lords and Villeins

Lords and Villeins

View Stats:
Frission Nov 8, 2021 @ 9:58pm
Running out of money
My village is really struggling with a lack of money right now, and it doesn't seems like there's any way to generate more - I don't think my villagers sell to caravans, and even when I have things marked for sale to caravans it seems like they never buy anything. Any advice? My masons and bakers and millers in particular keep running out of coins D:
< >
Showing 1-9 of 9 comments
popcap Nov 9, 2021 @ 12:07am 
so far new money come from new families.
i play a tyrant and rob everyone blind if i dont need them.
i set families i like to 3 gold a season.
keeping the food and gold from the new blood i dont want.
wile my town gets more established.
i rename the families i keep
year 1 wile i set up my 2 forgers (one only makes wood other is light on wood heavy on planks) and 3 farmers (one makes food one make grain other take care of the farm animals) a fisher (inn keeper 12 double beds) and butcher (innkeeper 6 double beds)
they will be given a small zone in doors with a chest shelf barrel fire place wood block
every one else is dead weight. i labeled for death. 6 space home zone out side town with a chest until they die
start of year 2 i start letting the 1 tailor 1 miller 1 baker 1 miners 1 mansion.
every one else is robbed of food and money.
year 3 i let in the 1 blacksmith and 1 smelters
year 5 i let in 3 more smelter
year 9 i get rid of the miners (nothing else to mine) mansion(no stone to work on) blacksmith most of the ore should have been used by now). i make every thing out of brick
i trade out families with more mouths to feed. i dont like 2 or 3 people house holds.
so i never have money problems those with money use it wisely buying local if available and only needing caravans for cloths and shoes. those with out money.... cant spend it as the caravan so its never wasted.
there will be a lot of dead bodies. im hoping for the patch to fix the graveyards
Tristin Nov 11, 2021 @ 5:16pm 
I dont play a tyrant :P
But i do charge my
Foragers - 50 silver - 50% production
Farmers - 25 Silver - 25%

this seems to give me a lot of money and resources to dish out instead of money.

Miller, Mason, Smelter and hunter i dont charge any take, other then stone production from the mason.
popcap Nov 11, 2021 @ 8:38pm 
Originally posted by Tristin:
I dont play a tyrant :P
But i do charge my
Foragers - 50 silver - 50% production
Farmers - 25 Silver - 25%

this seems to give me a lot of money and resources to dish out instead of money.

Miller, Mason, Smelter and hunter i dont charge any take, other then stone production from the mason.
good guys never win :P
i would be very interested on more information no how you set you town up.
Ravenscroft Nov 11, 2021 @ 10:51pm 
My tailors are draining the whole town of money by buying hundreds of yarn, wool and silk from caravans. Caravans that seemingly don't buy anything from anyone to replace that loss.

I have to manually turn off clothes production any time a caravan is in town or else the tailor family will blow all their money and then starve to death being unable to buy food.

If anybody figures out a fix, I'd love to know too
Last edited by Ravenscroft; Nov 11, 2021 @ 10:53pm
Tristin Nov 12, 2021 @ 5:06am 
With this game, i very much build off the theory: Less walking = more time to work

But my village setup is, a house and business are one building. So you typically dont walk to work. Farmers, foragers and fisher all live next to their fields. In the centre of my town i have a large market where everyone sells, no shops are outside the market.

Town centre is the Market, Caravan market, Warehouse and Inn. Once the people are there, they can do as much shopping as possible, if buying from me, they dont have to go far for their supplies. (try to get market as centre as possible, as the further people have to walk to the market the less time they have to shop. Guessing socialising at the inn is the same, as will be church.)

Public zones with fireplaces throughout the town, so people can stay warm.

Wells: you start with an abundant of stone, so wells are cheap. If the the family has a field (farms, forest, hunting, fishing), place a well in the field by the door. I place occupations that match together, i.e. mining-mason, miller-baker, smelter-smith, and place a courtyard at their entrances, which i place a well on a 1x1 public zone.

I greatly ignore my manor until im better off.
Tristin Nov 12, 2021 @ 5:27am 
Well honestly, during my stream yesterday i recruited 9 families during the first winter, so now im struggling. I kept saying no more families, but then a family i needed would show up.

So im now going into the second winter, and am just getting caught up on building.

Also, my Ranching family bought 1 male cow, 1 male chicken, and 1 male sheep, so im currently annoyed with them. the son blocked himself in when building the house and froze to death, then the father died of hypothermia during summer. So now its a mother and daughter, they are being evicted from the farm and i will give them the Inn (currently my original fisherman). recruited a large family for the ranch.

Mason: I ordered stone floors for the houses that were complete, so there is some stone being purchased. I am annoyingly getting "low funds" reports on them, but they are surviving without much interference from me. I have them set i think blocks 3, tiles 1. as i use blocks, once they have an abundance of blocks, i will forcefully buy some from them.

Miller: my baking family is new to the point that they havent started baking. When i recruited them was the first time my Miller gave me the 'low funds' report. seems to have been selling to the caravans.

I dont charge families an form of rent until the production chain is complete.

Butcher and Smelter showed up during winter, and immedantly spent most of their money on supplies for their business, Granted it was my fault on the abundance of recruits and lack of building materials available.

Hunters: Recruited during winter, husband quickly died from a wolf attack, wife either froze to death or starved the following autumn. nothing built or done. They were a lost cost.

Fishers - original family, gave them the Inn off the start. 5 people. building the stone floor seems to have made them broke. they also do not produce enough fish. taking the Inn away from them so we produce more food.

Fully aware i will be funding some of these families going through the next winter. Also need to recruit another farmer or fisher, as 14 families seem to be straining my food supply
Frission Nov 12, 2021 @ 12:12pm 
Honestly I think building a caravan market is a mistake at this stage of the game, period. They just drain gold out of your economy and do not replace it despite the devs insisting they will buy from you - I've never once had them buy a damn thing.
bluiisjim Nov 12, 2021 @ 1:43pm 
Originally posted by Ravenscroft:
My tailors are draining the whole town of money by buying hundreds of yarn, wool and silk from caravans. Caravans that seemingly don't buy anything from anyone to replace that loss.

I have to manually turn off clothes production any time a caravan is in town or else the tailor family will blow all their money and then starve to death being unable to buy food.

If anybody figures out a fix, I'd love to know too
I've watched the caravans and I'm pretty sure they do purchase things. I buy cloths for the winter and sell them, then give gold to my people to buy what they need. Do you have sheep?
Naia000 Nov 12, 2021 @ 1:51pm 
Best working method I found so far.
    Put houses on Frankalmoigne ( free houses )
    Put work zone on Stewardship ( Lord get all resources )
Calculate the food cost of each family ( This might sound complicated, but it actually just takes a few mins.
Start by getting the price of producing one normal meal. This will be based on what you produce. E.g. Villagers can make a batch of 3 meals with 5 potato and 4 fish, or 5 potato and 2 melons and so on.
I'm not sure how much each villager needs every day, but I use 2 normal meals, and that seems to work.
So now we just need to calculate like this
Base price of one meal x 2 x number of family members x 15 ( number of days pr season )
This could for example get a cost of 20 silver for a small family.
    Add this value to the work zone of this family. ( you pay them )
    Next. Put up one market stall for your lord and add the food items you have used for the meal price, Set "market prices" Also add stuff like planks and stone blocks for "free" so your villagers can construct on their own.
This makes your lord into the village trader and completely disables the market prices going up and down If you got everything correct, the money now get recycled within the village.
( it also makes your villagers more productive, since they don't run their own market stall)



However, you won't be producing everything from the start, for this we need caravans.
Villagers seem to use distance when shopping.
    Place the caravan trading zone on the outskirts of town.
Becourse your villagers spend money on clothes and tools, some money will be leaving with the caravans, but if you put up an inn, you also get some income from the same caravans and visitors when they rent a room or buy meals. It seems to even out somewhat.

If you want additional money. Find some item that you produce but don't need, like for example limestone blocks. Now grant some blocks to a suitable family ( one that don't sell any of your food or construction materials, like hunters ) and make them a shop too. They will now try and sell the blocks, but there is no demand, so the price start dropping. This in turn means the caravan will buy.
You can then tax this family.


I'm sure the economy gets further updated, and at some point your villagers will be much better at this on their own. But for now this method keep you economy much more stable and you avoid the problems with some families going broke and others hording all the cash.
Last edited by Naia000; Nov 12, 2021 @ 1:52pm
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Nov 8, 2021 @ 9:58pm
Posts: 9