Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Ragey Apr 2, 2020 @ 5:54am
Why revert the 200 Gold Cap???????
I have 3 wood workshops and now I gain 200k A DAY. It kinda ruins it for me since I have unlimited money.

Please revert the revert or cap it at 500 or something...
Originally posted by morph113:
They did fix it properly but old workshops unfortunately have a temporary surge of high payouts. What happened was that when they set the payout limit to 200 initially the workshops would still create insane amounts of revenue as treasury but not pay out more than 200 per day. This way you could sell a workshop for like 500k. With the recent patch workshops now have the 200 per day payout cap removed and the revenue they generate balanced. However this means that old workshops from prior the 1.0.2 patch that have accumulated a lot of treasury (because of the 200 per day payout cap) will now pay out crazy amounts per day until this accumulated money is all paid out, at which point the workshop will return to it's normal intended behavior. Any new workshop shouldn't have this issue.

They had to revert this and implement a proper fix, because the previous fix resulted in businesses being worth hundreds of thousands or millions if sold, as their initial fix wasn't really a good one. Should be all good now though.
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Showing 1-6 of 6 comments
Kai Apr 2, 2020 @ 5:55am 
They reverted it 'cause they fixed it, but it seems it din't fix it but make it worse.
Kajsa_Kavat Apr 2, 2020 @ 5:57am 
Mine are fixed and make ~100g/day now. It takes some time for the fix to affect the economy though, maybe 2-3 weeks and it should be fine.
The author of this thread has indicated that this post answers the original topic.
morph113 Apr 2, 2020 @ 5:59am 
They did fix it properly but old workshops unfortunately have a temporary surge of high payouts. What happened was that when they set the payout limit to 200 initially the workshops would still create insane amounts of revenue as treasury but not pay out more than 200 per day. This way you could sell a workshop for like 500k. With the recent patch workshops now have the 200 per day payout cap removed and the revenue they generate balanced. However this means that old workshops from prior the 1.0.2 patch that have accumulated a lot of treasury (because of the 200 per day payout cap) will now pay out crazy amounts per day until this accumulated money is all paid out, at which point the workshop will return to it's normal intended behavior. Any new workshop shouldn't have this issue.

They had to revert this and implement a proper fix, because the previous fix resulted in businesses being worth hundreds of thousands or millions if sold, as their initial fix wasn't really a good one. Should be all good now though.
Last edited by morph113; Apr 2, 2020 @ 6:01am
'Strict Apr 2, 2020 @ 6:01am 
What I don't get is why some of the Workshops make 10-50 while others make 200 always

I can understand it if you change a workshop to make something they just can't get, but if you buy one that's already established and doesn't change it....it doesn't make that much sense to me =)
N8Raid Apr 2, 2020 @ 6:11am 
Originally posted by morph113:
They did fix it properly but old workshops unfortunately have a temporary surge of high payouts. What happened was that when they set the payout limit to 200 initially the workshops would still create insane amounts of revenue as treasury but not pay out more than 200 per day. This way you could sell a workshop for like 500k. With the recent patch workshops now have the 200 per day payout cap removed and the revenue they generate balanced. However this means that old workshops from prior the 1.0.2 patch that have accumulated a lot of treasury (because of the 200 per day payout cap) will now pay out crazy amounts per day until this accumulated money is all paid out, at which point the workshop will return to it's normal intended behavior. Any new workshop shouldn't have this issue.

They had to revert this and implement a proper fix, because the previous fix resulted in businesses being worth hundreds of thousands or millions if sold, as their initial fix wasn't really a good one. Should be all good now though.


will test this today.

but another question. did anoyone can explain why should you prefer any workshop over carpenter or smith? it doesnt matter where your buying the workshop, smith and carpenter produce a lot more than any other workshop. and none of the workshop will produce or consume physical goods on the market, so what is the point bheind the different workshops?
Last edited by N8Raid; Apr 2, 2020 @ 6:12am
'Strict Apr 2, 2020 @ 11:29am 
Originally posted by Seeker:
Originally posted by morph113:
They did fix it properly but old workshops unfortunately have a temporary surge of high payouts. What happened was that when they set the payout limit to 200 initially the workshops would still create insane amounts of revenue as treasury but not pay out more than 200 per day. This way you could sell a workshop for like 500k. With the recent patch workshops now have the 200 per day payout cap removed and the revenue they generate balanced. However this means that old workshops from prior the 1.0.2 patch that have accumulated a lot of treasury (because of the 200 per day payout cap) will now pay out crazy amounts per day until this accumulated money is all paid out, at which point the workshop will return to it's normal intended behavior. Any new workshop shouldn't have this issue.

They had to revert this and implement a proper fix, because the previous fix resulted in businesses being worth hundreds of thousands or millions if sold, as their initial fix wasn't really a good one. Should be all good now though.


will test this today.

but another question. did anoyone can explain why should you prefer any workshop over carpenter or smith? it doesnt matter where your buying the workshop, smith and carpenter produce a lot more than any other workshop. and none of the workshop will produce or consume physical goods on the market, so what is the point bheind the different workshops?


Well atmo they don't use anything, I'm sure they will later on, maybe a bit like that old trading game...Port Royale?

Anyway, yes, atmo the Smith is the way to go, I have a smith, Silversmith and a Tannery, combined the other 2 don't make as the Smithy =/
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Date Posted: Apr 2, 2020 @ 5:54am
Posts: 6