Manor Lords

Manor Lords

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Bet_1112 May 12, 2024 @ 9:03pm
No imports, many exports, yet regional money is going down
Trying the BETA 0.7.960. I have 6 trading posts, using horses, manned by 2 families each. Why am I loosing money (the one in the left part of the screen, not the treasury) when there is nothing at all that i am importing, and i am exporting tools, wooden parts and herbs through trade routes !???!
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Showing 1-13 of 13 comments
Shalkedeagle May 12, 2024 @ 9:09pm 
For starters you don't need 6 trading posts. you just need one per region. As to why you are losing money.. could be your taxes... are you taxing your population cause that takes a percentage of the regional wealth and puts it in your treasury.
Don Cool May 12, 2024 @ 9:49pm 
Originally posted by Shalkedeagle:
For starters you don't need 6 trading posts. you just need one per region. As to why you are losing money.. could be your taxes... are you taxing your population cause that takes a percentage of the regional wealth and puts it in your treasury.

Or the regional trade bug .... you need to pay wealth and goods for your pack mules if they f.ex are sending ore from a small region. The dev will fix this ... at some point.

The solution is to erect a manor in your small region and collect taxes there as well.
Last edited by Don Cool; May 12, 2024 @ 9:50pm
ploppo May 13, 2024 @ 1:50am 
I am seeing this too - it kicked in after expanding housing from level 1 to level 2. Tne whole point of level 2 housing is they are supposed to pay you +1 each; however, it is now dropping by 1 every 3 or 4 seconds on fastest speed.

I have 1 trading post - only exporting. Surely my Regional Wealth should be going up? Or do we pay an ongoing fee for an open trade route (ie we pay to open it, then constantly pay to keep it open)?
madpraxis May 13, 2024 @ 2:02am 
No, one time fee for trade routes.

People keep reporting this... I still haven't gotten it to happen to me, so literally no clue.
It DOES seem that pack mule barter stations are taking from regional, at least that is what people are stating...
ploppo May 13, 2024 @ 2:06am 
I have no pack mules.

My money recovers when the trades are done - it is just it is ticking down until the traders come along and bump it up. It is not a death-spiral (it probably would be without the exports though), but I was expecting the value to be ticking upwards with the level 2 housing.
ploppo May 13, 2024 @ 2:11am 
Ah, wait a minute.

The one-off firewood and food carts you can place seem to be the culprits for me - I forgot about those. I deleted them and it is a lot of money those things cost to run.
madpraxis May 13, 2024 @ 3:03am 
Haha, yes, yes they are.

Now that you mention that, I wonder if anyone else having the 'disappearing for no reason regional treasury' has that too, heh.

Note, I'm sure those have their uses, somehow...somewhere... But...for NO development point, and NO cost, you can have your people scrounge around for berries and hunt, even if they are both NOT rich, for more food then you get with them...
Same with firewood. Even better, you can build a forestry and plant trees right next to your town. And then build firewood cutter right next to your town ;)
Last edited by madpraxis; May 13, 2024 @ 3:05am
Mervin May 13, 2024 @ 3:09am 
That's exactly what I found regards food and firewood. I noticed the second day I played. Couldn't work out what it was then when I destroyed the market it stopped. Built market started again. It was then I checked further and realised the extra firewood and food was not worth the loss in money. Never used those features again. If I remember correctly they were tied to specific houses or families so had to kill off at the houses
Last edited by Mervin; May 13, 2024 @ 3:11am
noemnrut May 13, 2024 @ 3:27am 
do you have pack stations in the other town sending you resource? Apparently every time you receive something from pack stations you pay them by money.
Last edited by noemnrut; May 13, 2024 @ 3:29am
madpraxis May 13, 2024 @ 3:43am 
Originally posted by Mervin:
That's exactly what I found regards food and firewood. I noticed the second day I played. Couldn't work out what it was then when I destroyed the market it stopped. Built market started again. It was then I checked further and realised the extra firewood and food was not worth the loss in money. Never used those features again. If I remember correctly they were tied to specific houses or families so had to kill off at the houses

Yea. It...that is almost as bad of a choice as honey is right now. Apiaries are, frankly, even more of a bad choice then the import market stalls, hilariously.

Note: Don't choose apiaries ;D As it is, they produce so LITTLE that it honestly isn't worth it unless you have a point laying around that you don't need somewhere else. Like, I could see it being useful when we get the different classes of villages, cause if your just there hunting or whatever, might as well collect honey too, but as it stands...nope.
Bet_1112 May 13, 2024 @ 1:40pm 
Originally posted by Shalkedeagle:
For starters you don't need 6 trading posts. you just need one per region. As to why you are losing money.. could be your taxes... are you taxing your population cause that takes a percentage of the regional wealth and puts it in your treasury.

Hmmm, makes alot of sense.. at 15%, my taxes are maybe a bit too high ! Thanks for letting me know i need only 1 trading post
Bet_1112 May 13, 2024 @ 1:43pm 
Originally posted by ploppo:
Ah, wait a minute.

The one-off firewood and food carts you can place seem to be the culprits for me - I forgot about those. I deleted them and it is a lot of money those things cost to run.

I forgot to mention that i got rid of them. But yes, definitely a factor, and useless in my sense if you are able to grow enough food/fuel
Bet_1112 May 13, 2024 @ 1:47pm 
Originally posted by JK Trolling:
do you have pack stations in the other town sending you resource? Apparently every time you receive something from pack stations you pay them by money.

One pack station, but not being used, since the other region i claimed failed to colonize (all settlers died due to my carelessness). Now, it seems there is no way to restart that dead settlement, but that is another story covered in some other posts (wish there was a fix for this)..
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Date Posted: May 12, 2024 @ 9:03pm
Posts: 13