Wartales

Wartales

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Yuna May 18, 2024 @ 2:33am
Tavern Opens DLC question
I saw a bit from YouTube to see what the dlc was about.

1) I see you can make profit, I am wondering is it a good dlc in the sense it helps with making you extra money to buy stuff?

2) Does it take a lot of work to build your own Tavern and make money from it to be worth enough to spend on heals/supplies

3 What's the end game with the Tavern or is it a continuous profit making dlc?

4) Do you have to get food to feed people or does it just feed people and all that automatically

Thanks in advance for the help.
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Showing 1-13 of 13 comments
Doom_Cookies May 18, 2024 @ 3:14am 
1: It starts off as a reasonably low income venture. In fact, you're better off spending the tavern-specific currency on furniture for your tavern at first rather than cashing out. You likely won't start seeing frequent returns until you reach your second tavern location. There are ways to abuse it to make literally-infinite krowns very early on if you really want to, though.

2: Yes and no. You need to use a tavern-specific currency to buy furniture and place them around a grid kind of like organizing your camp. Some furniture items will only have an effect on seats within a certain number of tiles around them, so trying to optimize that is the most involved part of the initial designing of your tavern. Otherwise, you just set a profitable menu of food and drink, optionally shifting it around every few in-game weeks as ingredients go on sale or suffer a shortage.

3: Reaching max tavern rank gets you a pretty useless non-upgradeable legendary hat? You can send your hired chefs/brewers to other taverns to steal a food/drink recipe. Otherwise it's all profit.

4: It's all handled automatically. All you do is set the menu - buying ingredients, cooking the food, and selling the food is all done automatically.
Last edited by Doom_Cookies; May 18, 2024 @ 3:15am
Yuna May 18, 2024 @ 3:19pm 
Originally posted by Doom_Cookies:
1: It starts off as a reasonably low income venture. In fact, you're better off spending the tavern-specific currency on furniture for your tavern at first rather than cashing out. You likely won't start seeing frequent returns until you reach your second tavern location. There are ways to abuse it to make literally-infinite krowns very early on if you really want to, though.

2: Yes and no. You need to use a tavern-specific currency to buy furniture and place them around a grid kind of like organizing your camp. Some furniture items will only have an effect on seats within a certain number of tiles around them, so trying to optimize that is the most involved part of the initial designing of your tavern. Otherwise, you just set a profitable menu of food and drink, optionally shifting it around every few in-game weeks as ingredients go on sale or suffer a shortage.

3: Reaching max tavern rank gets you a pretty useless non-upgradeable legendary hat? You can send your hired chefs/brewers to other taverns to steal a food/drink recipe. Otherwise it's all profit.

4: It's all handled automatically. All you do is set the menu - buying ingredients, cooking the food, and selling the food is all done automatically.
Thanks so much. Would you say it's worth getting?
Doom_Cookies May 18, 2024 @ 4:02pm 
Probably. I enjoyed it, but the novelty does wear off quickly, leaving it as little more than the sum of its parts, just another set of mechanics to be used.

The utility the DLC offers is:

  • Profit. Lots of it once it gets rolling. I was making 1,000 Krowns per rest with a fully maxed tavern. This can be nice if you dislike the current sources of income in Wartales (namely bounties, prisoner exchanges, and trade goods).
  • A place to store combat units that you don't want right at this moment, including animals. If you love keeping a menagerie of animals while playing Adaptive, I'd consider the Tavern DLC a must just for this. While at the Tavern, people and animals alike cost a small amount of your Copper Coins every shift (for their wages).
  • A way to passively level the Cook, Brewer, Thief, and Bard professions. You can send your mercenaries to work at the Tavern, and all your employees gain experience in whatever role they're working there as.
  • Similarly, a way to passively increase unit levels without combat and without (or supplementing) the training dummy at camp. Employees in the tavern gain small amounts of combat experience every shift.
  • The Brewer profession. I think it requires the DLC? Not sure on that.
  • A set of unique Cook and Brewer recipes you can't get outside of the DLC.
  • A daily delivery of one of a few unique "specialty" dishes every rest which give a unique buff not found anywhere else.
Mhorhe May 18, 2024 @ 4:09pm 
I'd say it's worth it.
Nasarog May 18, 2024 @ 4:28pm 
Originally posted by Mhorhe:
I'd say it's worth it.

This if you want to reward the devs for their continued support like "Coffee for Devs or Pizza for Devs". I like it and have no issue paying for it, but I know some wouldn't since it doesn't actually add all that much to the game, at the moment (excluding the ability to stow animals in the tavern as bouncers).
Robineus May 18, 2024 @ 8:13pm 
Worth noting that it's more like 100 crowns per rest, you could take that much but you'd need to wait about 10 rests for the exchange rate to rock back up.
Doom_Cookies May 18, 2024 @ 8:42pm 
Originally posted by Robineus:
Worth noting that it's more like 100 crowns per rest, you could take that much but you'd need to wait about 10 rests for the exchange rate to rock back up.

Once you start making thousands of Copper Coins per rest, you don't benefit at all by only withdrawing at high exchange rates because then you'll never withdraw all your excess funds. With a fully maxed out tavern, I'm raking in around 3,500 Copper Coins per rest. At an exchange rate of 100:30, that's a bit over 1,000 Krowns per rest.

It's technically worth waiting until you hit 100:100 exchange rate to withdraw, because you'll get the benefits of a higher exchange rate for a few clicks, but it only amounts to a few hundred extra Krowns per week and change.

Exchange rates are much more important to keep track of early on, when Copper Coins still have other uses.
Last edited by Doom_Cookies; May 18, 2024 @ 8:42pm
Robineus May 19, 2024 @ 3:02am 
I see I never bothered going below the 100:100 threshold I thought it would reach 0.
Mhorhe May 19, 2024 @ 3:42am 
Originally posted by Nasarog:
Originally posted by Mhorhe:
I'd say it's worth it.

This if you want to reward the devs for their continued support like "Coffee for Devs or Pizza for Devs". I like it and have no issue paying for it, but I know some wouldn't since it doesn't actually add all that much to the game, at the moment (excluding the ability to stow animals in the tavern as bouncers).

Not for me.

I genuinely enjoyed the content, it's a nice aside super-minigame as it were. The direct benefits to your crew are almost beside the point.

It's a breakaway from the usual flow of the game, and a very welcome one.

Even for suspension of disbelief reason, I don't see any lore reason why a grizzled graying mercenary would not decide to buy a tavern. He or she spent his whole life in such establishments..
ProfessorCookie May 19, 2024 @ 4:11am 
Should I hire civilians or my own people for the tavern?
Nasarog May 19, 2024 @ 4:55am 
Originally posted by Mhorhe:
Originally posted by Nasarog:

This if you want to reward the devs for their continued support like "Coffee for Devs or Pizza for Devs". I like it and have no issue paying for it, but I know some wouldn't since it doesn't actually add all that much to the game, at the moment (excluding the ability to stow animals in the tavern as bouncers).

Not for me.

I genuinely enjoyed the content, it's a nice aside super-minigame as it were. The direct benefits to your crew are almost beside the point.

It's a breakaway from the usual flow of the game, and a very welcome one.

Even for suspension of disbelief reason, I don't see any lore reason why a grizzled graying mercenary would not decide to buy a tavern. He or she spent his whole life in such establishments..

I don't disagree, and I get a kick out of it, so no regrets for me, but I was looking at playing Devil's Advocate in this regard.
Nasarog May 19, 2024 @ 4:56am 
Originally posted by ProfessorCookie:
Should I hire civilians or my own people for the tavern?

I mostly use civilians. I use my people as the tavern Manager and if they have a specific ability, the rest are just bouncers. I look at the tavern as a biker bar of old.
Mhorhe May 19, 2024 @ 5:25am 
Originally posted by Nasarog:
Originally posted by Mhorhe:

Not for me.

I genuinely enjoyed the content, it's a nice aside super-minigame as it were. The direct benefits to your crew are almost beside the point.

It's a breakaway from the usual flow of the game, and a very welcome one.

Even for suspension of disbelief reason, I don't see any lore reason why a grizzled graying mercenary would not decide to buy a tavern. He or she spent his whole life in such establishments..

I don't disagree, and I get a kick out of it, so no regrets for me, but I was looking at playing Devil's Advocate in this regard.

Devil's Advocate is always needed :Anu:

I'm glad more people besides myself enjoyed it for itself.

I'm also glad reasoned polite debate is still possible on the interwebs :3 cheers, fellow merc! /chapeau
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Date Posted: May 18, 2024 @ 2:33am
Posts: 13