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oh also i personally don't recommend region locked mode.. bounties in lower level regions give little gold also caravans sell lower level equipment plus mobs drop low level equipment which you sell at little gold not worth the time.. sitting in the biggest level region to watch for caravan rare armor and weapons is a pain since in free mode you can search on the all regions and bounties give more gold since enemies scale as your team , think about the influence as second currency always barter for more gold .
I Farm easy influence just because my companions relations are high and farm more happiness when i put them together in my save i cant get lower than 3k influence and my gold is around 40k which again wages don't lower it much since i do chores around passed almost all missions don't have nothing more to do i don't plat wait for the new update with new region and i am ready for it. As far as i see when you progress more in the missions and at late game you have items to help you manage your team better and with new unlock perks etc selling a lot stocks at city markets increase your selling price to the npc in time.. in the begining profit is very low but later is high farm iron + a chance for those gems easy sell at merchants since you get it for free and don't need the iron sell it too.. i have around 12 mules all with horseshoe it stacks i have double or triple moving speed and move around regions faster
I haven't read all the responses in total but a good path forward on krowns management is 1) to trade and sell merchant goods
2 ) perhaps reduce your team size - 14 mercs is quite a lot - saying that when i first started in february i got my team up to 25 or so - i've since dropped it to 15 and now run just 10 - big teams cost money.
3) steal items - get suspicion up - attract guards - kill them - get more gear - sell the gear - sell stolen items in black market - rinse and repeat if you like
4) reduce animals in your merc party - you really only need bears (for awhile) to push your mercs up to fighting level 11 guards (which you can capture and bring into your merc party after reducing your team down to 10 or so - I've gone as low as 6 when I get to level 9) ----- the rest of the animals (with perhaps the exception of some timely crocswine) are really cannon fodder and just force you to buy more food
5) start a new game and try something different - there are tons of merc attacking combinations
6) or, just wait until the next update arrives - but revisit once a week to get the gold weekly weapon :)
hope that helps...
Even 4 cheap contracts can cover my wages through the next rest (running with 12 mercs & 4 horses). Then I go back to town, buy up whatever has restocked and go get paid for the cheapies.
Often there's a trade contract, so I take it and sell whatever they required. If they want 4 pottery and I sell them 7, I make an even bigger profit and still get the contract payment. I do the same in the next town.
All my story quests are done, so I'm just banging around to get my last 4 up to level 9, racking up some cash and extra knowledge points for the next expansion.
Got 25K in Krowns with only 1 prisoner turned in and the only guards I've beaten on were Septelle related. About to change that- they have the best armor, after all...
Taking contracts that require killing units from the legion and from the bandits will give the same spread of possible top tier armours that have all the same stats as attacking guards in Vertruse and Ludern, but with less walking around.
I DO obviously also steal whereever I can, because I obviously can't afford not to. I also sell pretty much everything I loot that isn't food.
But having read all the replies, I'm beginning to think the issue is that this isn't actually an adventure/combat/rpg/strategy game; it's an economic game. You have to do SO MANY THINGS just to keep your little Warband afloat that all the focus is completely diverted to that nonsense INSTEAD of the world/story/combat/RPG/strategy that the game is ♥♥♥♥♥♥♥ SOLD AS
You are out of touch.
What you should be understanding from the posts is that you're doing something wrong.
I'd suggest your party size is a serious detriment to any balancing of your budget.
Don't just grow aimlessly, if you look for information on good ways to start the game, you can find them.
Treat your mercenary band the way you would your life, make a plan, set out goals that are attainable and reach them.
Wages are a core mechanic that is easy to overcome, but sets limitations to early expansion and favours time management in a player early in the game, much like food and fatigue in that sense.
Right now my team is all lvl#9 (22 companions), wages is 600 Krowns. An trading contract between Tiltren and Vetruse is 260 Krowns. My reserve cash is 40k.
I never do prisoner handover just because i do not want spending time+fatigue involved travelling between jails.
I would say my 70% income is from contracts (trading+bounty hunting), 30% is mix of selling loots+stealing+quest rewards.
Your combat slows down a lot with those animal farm. and then you need to feed them.
So you need to carry more food then anybody else.
I know cause while testing the junk Prisoners... the combat slowed down a lot .
When a Level 5 Spearman/Sword man/Ranger is more usefull then a level 9 Boar or Axe wielding Prisoner. more time spent in combat is more time spent RESTING thus paying more wages.
The main income after level 6 is contract and the loot that you SELL .. the money is bonus to cover the 60-100 gp repair cost. so you need to be quicker in combat.
But my Animal FARM .. useless aside from the BEAR .
More normal class mercenaries means more LOOT from Contracts. animals don't use armor or weapons.
So get rid of that animal farm and see your combat speed increase thus your travel speed.
Thus less need of food and travel time.
Repair at the Blacksmith , cause repairing with materials is often more expensive. 5GP a repair mat and 0.5 Weight.
#WolfPack
What is good with the wolfpack BLEED stacking, when the basis of a optimal character is that 1 good Character can kill 1 Oppenent with use of valour points.
Can wolfs tank ? can they generate Valour ? but bleed.... so you want to waste 3 wolfs that is 3 toons , with 1 attack to kill 1 person ?
Atleast those prisoners can tank with platemail and shield.. with 50% guard. takes 6 or more hits before they die.
Ohno the Enemies fight back.. and wolfs have to run away .. look Bear can take 5-6 and incase of a uber critical hit it still can survive.
A wolf dies in 2-3 hits. let alone those with Critical/ Oppertunity attack.
Don't get me wrong.. love Wolfs and Pets and Animals. but 1 attack and low amount of HP isn't cutting it when normal fighters have options and able to generate Valour that is much needed to quickly dispatch key enemies.
Even buddy was traded in for a bacon necklace that I never used.
(this on top of the 10% starting constitution... to get bears with 800 HP)
Now anything is playable .. even having 2 Mole Rats and summoning Mole rats by turn 2.. cause you hit them with torches or poison cloud. but having too many mole rats only means you have nothing to tank with. or nothing that can generate Valour Fast.
The boar can tank... eh not very well, even 25% damage reduction doesn't cut it. that is 25% guard which even medium armor wearer can get. you don't toss those to the frontlines facing 3-4 enemies.